// Set the colours of the grid cubes void SetColours() { // Set the particle system color over lifetime gradients Colours.ColoursPSGradient(); // Set colours CVD if (GameDataManager.instance.SelectedColourScheme() == COLOURSCHEME.CVD) { // Red safe if (GameDataManager.instance.SelectedCVDColourScheme() == CVDCOLOURSCHEME.RED) { // Cube colours borderMaterial.color = Colours.borderColourRedSafe; rockMaterial.color = Colours.rockColourRedSafe; edgeMaterial.color = Colours.edgeColourRedSafe; rockDamagedMaterial.color = Colours.rockDamagedColourRedSafe; crystalMaterial.color = Colours.crystalColourRedSafe; crystalDamagedMaterial.color = Colours.crystalColourRedSafe; crystalMoreDamagedMaterial.color = Colours.crystalColourRedSafe; crystalReallyDamagedMaterial.color = Colours.crystalColourRedSafe; // Floor colour floor.GetComponent <MeshRenderer>().material.color = Colours.floorColourRedSafe; // Particle system colours (damaged rock PS) var main = rockDamagedSystem.main; main.startColor = Colours.rockDamagedPSColourRedSafe; var col = rockDamagedSystem.colorOverLifetime; col.color = Colours.rockDamagedColourGradRedSafe; // Particle system colours (destroyed rock PS) main = rockDestroyedSystem.main; main.startColor = Colours.rockDamagedPSColourRedSafe; col = rockDestroyedSystem.colorOverLifetime; col.color = Colours.rockDamagedColourGradRedSafe; // Particle system colours (crystal damaged PS) main = crystalDamagedSystem.main; main.startColor = Colours.crystalDamagedPSColourRedSafe; col = crystalDamagedSystem.colorOverLifetime; col.color = Colours.crystalDamagedPSColourRedSafe; // Particle system colours (crystal destroyed PS) main = crystalDestroyedSystem.main; main.startColor = Colours.crystalDamagedPSColourRedSafe; col = crystalDestroyedSystem.colorOverLifetime; col.color = Colours.crystalDamagedPSColourRedSafe; } // Green safe if (GameDataManager.instance.SelectedCVDColourScheme() == CVDCOLOURSCHEME.GREEN) { // Cube colours borderMaterial.color = Colours.borderColourGreenSafe; rockMaterial.color = Colours.rockColourGreenSafe; edgeMaterial.color = Colours.edgeColourGreenSafe; rockDamagedMaterial.color = Colours.rockDamagedColourGreenSafe; crystalMaterial.color = Colours.crystalColourGreenSafe; crystalDamagedMaterial.color = Colours.crystalColourGreenSafe; crystalMoreDamagedMaterial.color = Colours.crystalColourGreenSafe; crystalReallyDamagedMaterial.color = Colours.crystalColourGreenSafe; // Floor colour floor.GetComponent <MeshRenderer>().material.color = Colours.floorColourGreenSafe; // Particle system colours (damaged rock PS) var main = rockDamagedSystem.main; main.startColor = Colours.rockDamagedPSColourGreenSafe; var col = rockDamagedSystem.colorOverLifetime; col.color = Colours.rockDamagedColourGradGreenSafe; // Particle system colours (destroyed rock PS) main = rockDestroyedSystem.main; main.startColor = Colours.rockDamagedPSColourGreenSafe; col = rockDestroyedSystem.colorOverLifetime; col.color = Colours.rockDamagedColourGradGreenSafe; // Particle system colours (crystal damaged PS) main = crystalDamagedSystem.main; main.startColor = Colours.crystalDamagedPSColourGreenSafe; col = crystalDamagedSystem.colorOverLifetime; col.color = Colours.crystalDamagedPSColourGreenSafe; // Particle system colours (crystal destroyed PS) main = crystalDestroyedSystem.main; main.startColor = Colours.crystalDamagedPSColourGreenSafe; col = crystalDestroyedSystem.colorOverLifetime; col.color = Colours.crystalDamagedPSColourGreenSafe; } // Blue safe if (GameDataManager.instance.SelectedCVDColourScheme() == CVDCOLOURSCHEME.BLUE) { // Cube colours borderMaterial.color = Colours.borderColourBlueSafe; rockMaterial.color = Colours.rockColourBlueSafe; edgeMaterial.color = Colours.edgeColourBlueSafe; rockDamagedMaterial.color = Colours.rockDamagedColourBlueSafe; crystalMaterial.color = Colours.crystalColourBlueSafe; crystalDamagedMaterial.color = Colours.crystalColourBlueSafe; crystalMoreDamagedMaterial.color = Colours.crystalColourBlueSafe; crystalReallyDamagedMaterial.color = Colours.crystalColourBlueSafe; // Floor colour floor.GetComponent <MeshRenderer>().material.color = Colours.floorColourBlueSafe; // Particle system colours (damaged rock PS) var main = rockDamagedSystem.main; main.startColor = Colours.rockDamagedPSColourBlueSafe; var col = rockDamagedSystem.colorOverLifetime; col.color = Colours.rockDamagedColourGradBlueSafe; // Particle system colours (destroyed rock PS) main = rockDestroyedSystem.main; main.startColor = Colours.rockDamagedPSColourBlueSafe; col = rockDestroyedSystem.colorOverLifetime; col.color = Colours.rockDamagedColourGradBlueSafe; // Particle system colours (crystal damaged PS) main = crystalDamagedSystem.main; main.startColor = Colours.crystalDamagedPSColourBlueSafe; col = crystalDamagedSystem.colorOverLifetime; col.color = Colours.crystalDamagedPSColourBlueSafe; // Particle system colours (crystal destroyed PS) main = crystalDestroyedSystem.main; main.startColor = Colours.crystalDamagedPSColourBlueSafe; col = crystalDestroyedSystem.colorOverLifetime; col.color = Colours.crystalDamagedPSColourBlueSafe; } } // Set colours Normal else if (GameDataManager.instance.SelectedColourScheme() == COLOURSCHEME.NORMAL) { // Cube colours borderMaterial.color = Colours.borderColour; rockMaterial.color = Colours.rockColour; edgeMaterial.color = Colours.edgeColour; rockDamagedMaterial.color = Colours.rockDamagedColour; crystalMaterial.color = Colours.crystalColour; crystalDamagedMaterial.color = Colours.crystalColour; crystalMoreDamagedMaterial.color = Colours.crystalColour; crystalReallyDamagedMaterial.color = Colours.crystalColour; // Floor colour floor.GetComponent <MeshRenderer>().material.color = Colours.floorColour; // Particle system colours (damaged rock PS) var main = rockDamagedSystem.main; main.startColor = Colours.rockDamagedPSColour; var col = rockDamagedSystem.colorOverLifetime; col.color = Colours.rockDamagedColourGrad; // Particle system colours (destroyed rock PS) main = rockDestroyedSystem.main; main.startColor = Colours.rockDamagedPSColour; col = rockDestroyedSystem.colorOverLifetime; col.color = Colours.rockDamagedColourGrad; // Particle system colours (crystal damaged PS) main = crystalDamagedSystem.main; main.startColor = Colours.crystalDamagedPSColour; col = crystalDamagedSystem.colorOverLifetime; col.color = Colours.crystalDamagedPSColour; // Particle system colours (crystal destroyed PS) main = crystalDestroyedSystem.main; main.startColor = Colours.crystalDamagedPSColour; col = crystalDestroyedSystem.colorOverLifetime; col.color = Colours.crystalDamagedPSColour; } Debug.Log("MAP - SET COLOURS - COMPLETE"); }