void Start() { lookupRef = this.GetComponent <ImportLookup>(); redInput.text = "255"; greenInput.text = "255"; blueInput.text = "255"; }
void Start() { // Create reference to ImportLookup.cs script -- reads lookup table csv files // ImportLookup.cs is placed on Main Camera in scene lookupRef = GameObject.Find("Main Camera").GetComponent <ImportLookup>(); // Create reference to DKLConversion.cs script -- converts between RGB and DKL // DKLConversion.cs is placed on same gameobject as current script m_dklConversion = this.GetComponent <DKLConversion>(); // Access lookup tables using ImportLookup.cs script for each Red, Green, and Blue redlookup = lookupRef.reddict; greenlookup = lookupRef.greendict; bluelookup = lookupRef.bluedict; // Access blue, red, and green gameobjects' materials targetMaterial = targetObject.GetComponent <Renderer>().material; dist1Material = dist1Object.GetComponent <Renderer>().material; dist2Material = dist2Object.GetComponent <Renderer>().material; // Set blue, red, and green object's material colors by inputing the unfiltered // starting values entered in the inspector to the lookup tables targetMaterial.color = new Color32(redlookup[targetRed], greenlookup[targetGreen], bluelookup[targetBlue], 255); dist1Material.color = new Color32(redlookup[dist1Red], greenlookup[dist1Green], bluelookup[dist1Blue], 255); dist2Material.color = new Color32(redlookup[dist2Red], greenlookup[dist2Green], bluelookup[dist2Blue], 255); // Get starting DKL values for blue, red, and green object's material GetStartingDKL(); // Setup for save file containing RGB values for each blue, red, and green // objects' material colors // Create "ColorProperties" folder in game files if non-existant Directory.CreateDirectory(Application.dataPath + "/ColorProperties"); // Collect all of the previous csv files in the "ColorProperties" and count them // to determine number of current file string filePath = string.Format("{0}/ColorProperties/", Application.dataPath); string[] fileArray = Directory.GetFiles(filePath, "*csv"); int num = fileArray.Length + 1; // Create current save file's name and path expPath = string.Format("{0}/ColorProperties/ColorProperties_{1}.csv", Application.dataPath, num); nextSceneNum = SceneManager.GetActiveScene().buildIndex + 1; callNum = startCall; }
void Start() { lookupRef = GameObject.Find("Main Camera").GetComponent <ImportLookup>(); redlookup = lookupRef.reddict; greenlookup = lookupRef.greendict; bluelookup = lookupRef.bluedict; m_dklConversion = this.GetComponent <DKLConversion>(); m_CalibrateColors = this.GetComponent <CalibrateColors>(); // Create "ItemProperties" folder in game files if non-existant Directory.CreateDirectory(Application.dataPath + "/ItemProperties"); // Collect all of the previous csv files in the "ColorProperties" and count them // to determine number of current file string filePath = string.Format("{0}/ItemProperties/", Application.dataPath); string[] fileArray = Directory.GetFiles(filePath, "*csv"); int num = fileArray.Length + 1; // Create current save file's name and path expPath = string.Format("{0}/ItemProperties/ItemProperties_{1}.csv", Application.dataPath, num); }
void Start() { // Create reference to ImportLookup.cs script -- reads lookup table csv files // ImportLookup.cs is placed on Main Camera in scene lookupRef = GameObject.Find("Main Camera").GetComponent <ImportLookup>(); // Create reference to ReadCSV_target.cs script -- get the azimuth of the target m_readCSVtarget = GameObject.Find("Main Camera").GetComponent <ReadCSV_target>(); // Create reference to DKLConversion.cs script -- converts between RGB and DKL // DKLConversion.cs is placed on same gameobject as current script m_dklConversion = this.GetComponent <DKLConversion>(); // Access lookup tables using ImportLookup.cs script for each Red, Green, and Blue bluelookup = lookupRef.bluedict; redlookup = lookupRef.reddict; greenlookup = lookupRef.greendict; // Access baseline blue (blue0), peripheral color gameobjects' materials, // and opposite peripheral color gameobjects' materials targetMaterial0 = targetObject0.GetComponent <Renderer>().material; for (int i = 0; i < peripheralObjects.Count; i++) { peripheralMaterials[i] = peripheralObjects[i].GetComponent <InputMaterial>().targetColor; oppPeripheralMaterials[i] = peripheralObjects[i].GetComponent <InputMaterial>().oppositeColor; } // Get RGB values of baseline color's material color Color32 targetBlue = targetMaterial0.color; red = targetBlue.r; green = targetBlue.g; blue = targetBlue.b; // Get DKL values for baseline color's material color targetVectorLength = 1f; // set starting luminance level targetAzimuth = m_readCSVtarget.targetAzimuth; targetElevation = 15f; // set starting saturation level // Set starting DKL hue for each peripheral color by inputing baseline blue0's DKL hue // and increase by the appropriate degrees for (int i = 0; i < peripheralObjects.Count; i++) { peripheralAzimuth[i] = StartingColors(peripheralMaterials[i], deg[i], targetAzimuth); oppPeripheralAzimuth[i] = StartingColors(oppPeripheralMaterials[i], deg[i] + 180f, targetAzimuth); } // Set starting DKL saturation and DKL luminance for each peripheral color to equal // baseline color's respective values for (int i = 0; i < peripheralObjects.Count; i++) { peripheralVectorLength[i] = targetVectorLength; peripheralElevation[i] = targetElevation; oppPeripheralVectorLength[i] = targetVectorLength; oppPeripheralElevation[i] = targetElevation; } // Set scene by activating blue1 gameobject and hiding other gameobjects targetObject0.SetActive(false); peripheralObjects[0].SetActive(true); for (int i = 1; i < peripheralObjects.Count; i++) { peripheralObjects[i].SetActive(false); } // Setup for save file containing RGB values for each blue1, blue2, blue3, and blue4 // objects' material colors // Create "PeripheralProperties" folder in game files if non-existant Directory.CreateDirectory(Application.dataPath + "/PeripheralProperties"); // Collect all of the previous csv files in the "PeripheralProperties" and count them // to determine number of current file string filePath = string.Format("{0}/PeripheralProperties/", Application.dataPath); string[] fileArray = Directory.GetFiles(filePath, "*csv"); int num = fileArray.Length + 1; // Create current save file's name and path expPath = string.Format("{0}/PeripheralProperties/PeripheralProperties_{1}.csv", Application.dataPath, num); nextSceneNum = SceneManager.GetActiveScene().buildIndex + 1; }