// Update is called once per frame void Update() { if (Input.GetKey("escape")) { Application.Quit(); } //Set the main Color of the Material to valence double valence = EModLibWrapper.getValenceEx(mPersonId); //rend.material.shader = Shader.Find("_Color"); if (valence > 0.1) { //rend.material.SetColor("_Color", Color.blue); mMaterial.color = new Color(0.0f, 0.0f, 1.0f); } else if (valence < -0.1) { //rend.material.SetColor("_Color", Color.red); //mMaterial.color = Color.red; mMaterial.color = new Color(1.0f, 0.0f, 0.0f); } else { mMaterial.color = new Color(0.0f, 1.0f, 0.0f); } rb.drag = (float)EModLibWrapper.getValenceEx(mPersonId) + 1.0f; }
void OnCollisionEnter(Collision other) { if (other.gameObject.CompareTag("NegativeWall") && (EModLibWrapper.getValenceEx(mPersonId) < -0.1)) { gameObject.SetActive(false); count++; SetCountText(); Debug.Log("Collision."); } else if (other.gameObject.CompareTag("PositiveWall") && (EModLibWrapper.getValenceEx(mPersonId) > 0.1)) { gameObject.SetActive(false); count++; SetCountText(); Debug.Log("Collision."); } else if (other.gameObject.CompareTag("NeutralWall") && (EModLibWrapper.getValenceEx(mPersonId) > -0.1) && (EModLibWrapper.getValenceEx(mPersonId) < 0.1)) { gameObject.SetActive(false); count++; SetCountText(); Debug.Log("Collision."); } }