void Start() { rigidbody = GetComponent <Rigidbody>(); anim = GetComponent <Animator>(); nav = GetComponent <NavMeshAgent>(); crowdEntity = GetComponent <CrowdEntity>(); skinColor = GetComponent <RandomSkinColor>(); }
void Start() { // var chosenSkinConfig = skinHairConfigs[Random.Range(0,skinHairConfigs.Count)]; // skinColor = chosenSkinConfig.skinColor; // hairColor = chosenSkinConfig.hairColors[Random.Range(0,chosenSkinConfig.hairColors.Count)]; skinColor = skinColors[Random.Range(0, skinColors.Count)]; float h, s, v; Color.RGBToHSV(skinColor, out h, out s, out v); skinColor = Color.HSVToRGB(h, s * skinSaturationDampen, v); // print("HairColorTest:"); // // var obj = GameObject.FindObjectOfType<PlayerController>(); // RandomSkinColor.CheckAllSkinCombos(AdjustedSkinColorSet(),hairColors,hairHueProxMin); hairColor = RandomSkinColor.PickColorWithMinDistance(skinColor, hairColors, hairHueProxMin); foreach (SpriteRenderer sprite in skinSprites) { sprite.color = skinColor; } foreach (SpriteRenderer sprite in hairSprites) { sprite.color = hairColor; } animator = GetComponent <Animator>(); animSwitchTime = animSwitchTimeTotal; manager = GameObject.FindObjectOfType <GameManager>(); // animSwitchTime = animator.GetCurrentAnimatorStateInfo }