public void OnClick() { Debug.Log("Clicked Random Color Button"); int iRandom = 0; iRandom = Random.Range(0, 4); CommonFunc.s_iColorIndex[(int)CommonFunc._FaceParts.EAR] = iRandom; CommonFunc.ChangeColor_Ear(CommonFunc.s_iColorIndex[(int)CommonFunc._FaceParts.EAR]); iRandom = Random.Range(0, 4); CommonFunc.s_iColorIndex[(int)CommonFunc._FaceParts.EYE] = iRandom; CommonFunc.ChangeColor_Eye(CommonFunc.s_iColorIndex[(int)CommonFunc._FaceParts.EYE]); iRandom = Random.Range(0, 4); CommonFunc.s_iColorIndex[(int)CommonFunc._FaceParts.EYEBLOW] = iRandom; CommonFunc.ChangeColor_Eyeblow(CommonFunc.s_iColorIndex[(int)CommonFunc._FaceParts.EYEBLOW]); iRandom = Random.Range(0, 4); CommonFunc.s_iColorIndex[(int)CommonFunc._FaceParts.FACE] = iRandom; CommonFunc.ChangeColor_Face(CommonFunc.s_iColorIndex[(int)CommonFunc._FaceParts.FACE]); iRandom = Random.Range(0, 4); CommonFunc.s_iColorIndex[(int)CommonFunc._FaceParts.FACE_ACC] = iRandom; CommonFunc.ChangeColor_FaceAcc(CommonFunc.s_iColorIndex[(int)CommonFunc._FaceParts.FACE_ACC]); iRandom = Random.Range(0, 4); CommonFunc.s_iColorIndex[(int)CommonFunc._FaceParts.HAIR] = iRandom; CommonFunc.ChangeColor_Hair(CommonFunc.s_iColorIndex[(int)CommonFunc._FaceParts.HAIR]); iRandom = Random.Range(0, 4); CommonFunc.s_iColorIndex[(int)CommonFunc._FaceParts.HAIR_ACC] = iRandom; CommonFunc.ChangeColor_HairAcc(CommonFunc.s_iColorIndex[(int)CommonFunc._FaceParts.HAIR_ACC]); iRandom = Random.Range(0, 4); CommonFunc.s_iColorIndex[(int)CommonFunc._FaceParts.NECK] = iRandom; CommonFunc.ChangeColor_Neck(CommonFunc.s_iColorIndex[(int)CommonFunc._FaceParts.NECK]); //mouth /* * iRandomR = Random.Range(0, 256); * iRandomG = Random.Range(0, 256); * iRandomB = Random.Range(0, 256); * Material MaterialMouth = Resources.Load("Atlas/mouth/mouthAtlas", typeof(Material)) as Material; * MaterialMouth.SetColor("_Color", ConvertColor(iRandomR, iRandomG, iRandomB)); */ //neck //iRandomR = CommonFunc.colorArray_neck[Random.Range(0, 4), 0]; //iRandomG = CommonFunc.colorArray_neck[Random.Range(0, 4), 1]; //iRandomB = CommonFunc.colorArray_neck[Random.Range(0, 4), 2]; //Material MaterialNeck = Resources.Load("Atlas/neck/neckAtlas", typeof(Material)) as Material; //MaterialNeck.SetColor("_Color", CommonFunc.ConvertColor(iRandomR, iRandomG, iRandomB)); //iRandomR = Random.Range(0, 256); //iRandomG = Random.Range(0, 256); //iRandomB = Random.Range(0, 256); //Material MaterialNeckMask = Resources.Load("Atlas/neck/neckMaskAtlas", typeof(Material)) as Material; //MaterialNeckMask.SetColor("_Color", CommonFunc.ConvertColor(iRandomR, iRandomG, iRandomB)); //nose /* * iRandomR = Random.Range(0, 256); * iRandomG = Random.Range(0, 256); * iRandomB = Random.Range(0, 256); * Material MaterialNose = Resources.Load("Atlas/nose/noseAtlas", typeof(Material)) as Material; * MaterialNose.SetColor("_Color", ConvertColor(iRandomR, iRandomG, iRandomB)); */ UIPanel panel; panel = GameObject.Find("Panel_Game").GetComponent <UIPanel>(); panel.Refresh(); }