public void Start() { renderer = gameObject.GetComponent <MeshRenderer>(); materials = new List <Material>(); renderer.GetMaterials(materials); matLength = renderer.materials.Length; }
private void Start() { MeshRenderer _MeshRenderer = GetComponent <MeshRenderer>(); _MeshRenderer.GetMaterials(materials); var min = _MeshRenderer.bounds.min.y; var max = _MeshRenderer.bounds.max.y / transform.localScale.y; foreach (var mat in materials) { mat.SetFloat("_MinY", min); mat.SetFloat("_MaxY", max + 0.1f); } BuildingData _BuildingData = GetComponent <BuildingData>(); Built = _BuildingData.built; MaxHealthPoints = _BuildingData.MaxHealthPoints; HealthPoints = Built ? MaxHealthPoints : 1; if (Built) { FinishBuild(); } else { ConstructionAnimation(); } }
void Start() { meshRenderer = GetComponent <MeshRenderer>(); meshRenderer.GetMaterials(materials); material = materials[0]; displacementAmount = 0f; }
private void Awake() { if (active) { ppVolume.profile.TryGetSettings(out colorGrading); colorGrading.enabled.Override(true); gunRenderer.GetMaterials(gunMaterials); } }
private void Awake() { List <Material> list = new List <Material>(); mesh.GetMaterials(list); instanceMat = list[materialIndex]; instanceMat.SetColor("_Color", outlineColor); instanceMat.SetFloat("_Alpha", 0); alpha = instanceMat.GetFloat("_Alpha"); nPlayerIn = 0; hCor = StartCoroutine(HideOutline()); }
void Start() { meshRenderer = person.GetComponent <MeshRenderer>(); List <Material> aux = new List <Material>(); meshRenderer.GetMaterials(aux); for (int i = 0; i < aux.Count; i++) { originalMaterials[i] = aux[i]; } for (int j = 0; j < originalMaterials.Length; j++) { muteMaterials[j] = muteMaterial; } }
public void SelectBase(bool select) { List <Material> materials = new List <Material>(); renderer.GetMaterials(materials); if (select) { materials.Add(meshMaterial); } else { if (materials.Count > 1) { materials.Remove(materials[1]); } } renderer.materials = materials.ToArray(); }
private void Start() { gm = FindObjectOfType <GameManager>(); gm.RegisterTree(); currentHeat = 0; if (startOnFire) { gm.TreeOnFire(); OnFire = true; } fire = transform.Find("Fire").gameObject; fire.SetActive(OnFire); GameObject player = GameObject.FindWithTag("Player"); wind = player.GetComponent <WindController>(); if (wind == null) { Debug.LogError(this.name + ": Cannot find player"); } // find tree body MeshRenderer mr = transform.Find("Model").GetComponent <MeshRenderer>(); List <Material> mats = new List <Material>(); mr.GetMaterials(mats); foreach (Material mat in mats) { if (mat.name.Contains("Tree")) { body = mat; } if (mat.name.Contains("Trunk")) { trunk = mat; } } ChangeBaseColor(); }
public static void meshToTables(Mesh m, MeshRenderer mr, out List <Vector3> t_v, out List <Vector3> t_n, out List <Vector2> t_uv, out List <Vector3Int> t_t, out List <int> t_sub, out List <Material> t_materials) { List <Material> materials = new List <Material>(); mr.GetMaterials(materials); List <Vector3> v = new List <Vector3>(); List <Vector3> n = new List <Vector3>(); List <Vector2> uv = new List <Vector2>(); List <Vector3Int> t = new List <Vector3Int>(); m.GetVertices(v); m.GetNormals(n); m.GetUVs(0, uv); var t_tmp = new List <int>(m.triangles); for (int i = 0; i < t_tmp.Count / 3; ++i) { t.Add(new Vector3Int(t_tmp[i * 3 + 0], t_tmp[i * 3 + 1], t_tmp[i * 3 + 2])); } List <int> sub = getSubTable(m); t_v = v; t_n = n; if (uv.Count == 0) { for (int i = 0; i < v.Count; ++i) { uv.Add(new Vector2(0, 0)); } } t_uv = uv; t_t = t; t_sub = sub; t_materials = materials; }