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133
Assets/Resources/Sprites/Games/SickBeats/Animations/keyKeep.anim
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133
Assets/Resources/Sprites/Games/SickBeats/Animations/keyKeep.anim
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169
Assets/Resources/Sprites/Games/SickBeats/Animations/keyUp.anim
Normal file
169
Assets/Resources/Sprites/Games/SickBeats/Animations/keyUp.anim
Normal file
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@ -0,0 +1,169 @@
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Before Width: | Height: | Size: 9.9 KiB After Width: | Height: | Size: 11 KiB |
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virus_resist_1: -1126524847
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@ -25,53 +25,27 @@ namespace HeavenStudio.Games.Loaders
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resizable = true,
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parameters = new List<Param>()
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{
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new Param("toggle2", true, "Bop", "Toggle if Boss should bop for the duration of this event."),
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new Param("toggle", false, "Bop (Auto)", "Toggle if the man should automatically bop until another Bop event is reached.")
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new Param("toggle2", true, "Bop", "Toggle if the doctor should bop for the duration of this event."),
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new Param("toggle", false, "Bop (Auto)", "Toggle if the doctor should automatically bop until another Bop event is reached.")
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}
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},
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new GameAction("virusLeft", "Virus (Right)")
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new GameAction("virus", "Move Virus")
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{
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function = delegate { var e = eventCaller.currentEntity; SickBeats.instance.PresenceVirus(e.beat, (int)SickBeats.Direction.Right, e["type"]); },
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function = delegate { var e = eventCaller.currentEntity; SickBeats.instance.MoveVirus(e.beat, e["direction"], e["type"]); },
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{
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new Param("direction", SickBeats.Direction.Right, "Direction", "Determine which direction the virus will spawn from."),
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new Param("type", SickBeats.VirusType.Blue, "Type", "Determine virus type."),
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},
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new GameAction("virusUp", "Virus (Up)")
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{
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function = delegate { var e = eventCaller.currentEntity; SickBeats.instance.PresenceVirus(e.beat, (int)SickBeats.Direction.Up, e["type"]); },
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parameters = new List<Param>()
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{
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new Param("type", SickBeats.VirusType.Blue, "Type", "Determine virus type"),
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},
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defaultLength = 6f,
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},
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new GameAction("virusRight", "Virus (Left)")
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{
|
||||
function = delegate { var e = eventCaller.currentEntity; SickBeats.instance.PresenceVirus(e.beat, (int)SickBeats.Direction.Left, e["type"]); },
|
||||
parameters = new List<Param>()
|
||||
{
|
||||
new Param("type", SickBeats.VirusType.Blue, "Type", "Determine virus type"),
|
||||
},
|
||||
defaultLength = 6f,
|
||||
},
|
||||
new GameAction("virusDown", "Virus (Down)")
|
||||
{
|
||||
function = delegate { var e = eventCaller.currentEntity; SickBeats.instance.PresenceVirus(e.beat, (int)SickBeats.Direction.Down, e["type"]); },
|
||||
parameters = new List<Param>()
|
||||
{
|
||||
new Param("type", SickBeats.VirusType.Blue, "Type", "Determine virus type"),
|
||||
},
|
||||
defaultLength = 6f,
|
||||
defaultLength = 2f,
|
||||
},
|
||||
new GameAction("appear", "Appear")
|
||||
{
|
||||
function = delegate {var e = eventCaller.currentEntity; SickBeats.instance.VirusAppearMnl(e.beat, e["direction"], e["type"]); },
|
||||
parameters = new List<Param>()
|
||||
{
|
||||
new Param("direction", SickBeats.Direction.Right, "Direction", "Determine which direction the virus will spawn from"),
|
||||
new Param("type", SickBeats.VirusType.Blue, "Type", "Determine virus type"),
|
||||
new Param("direction", SickBeats.Direction.Right, "Direction", "Determine which direction the virus will spawn from."),
|
||||
new Param("type", SickBeats.VirusType.Blue, "Type", "Determine virus type."),
|
||||
},
|
||||
defaultLength = 2f,
|
||||
},
|
||||
|
@ -81,20 +55,20 @@ namespace HeavenStudio.Games.Loaders
|
|||
e["direction"], e["type"], new double[]{e["param1"], e["param2"], e["param3"]}); },
|
||||
parameters = new List<Param>()
|
||||
{
|
||||
new Param("direction", SickBeats.Direction.Up, "Direction", "Determine which direction the virus will spawn from"),
|
||||
new Param("type", SickBeats.VirusType.Blue, "Type", "Determine virus type"),
|
||||
new Param("param1", new EntityTypes.Float(0, 1, 0), "1"),
|
||||
new Param("param2", new EntityTypes.Float(0, 1, 0.125f), "2"),
|
||||
new Param("param3", new EntityTypes.Float(0, 1, 0.25f), "3"),
|
||||
new Param("direction", SickBeats.Direction.Up, "Direction", "Determine which direction the virus will spawn from."),
|
||||
new Param("type", SickBeats.VirusType.Blue, "Type", "Determine virus type."),
|
||||
new Param("param1", new EntityTypes.Float(0, 1, 0), "Right Beat", "Decide the right Dash beat."),
|
||||
new Param("param2", new EntityTypes.Float(0, 1, 0.125f), "Up Beat", "Decide the up Dash beat."),
|
||||
new Param("param3", new EntityTypes.Float(0, 1, 0.25f), "Left Beat", "Decide the left Dash beat."),
|
||||
},
|
||||
defaultLength = 1f,
|
||||
},
|
||||
new GameAction("come", "Come")
|
||||
new GameAction("summon", "Summon")
|
||||
{
|
||||
function = delegate {var e = eventCaller.currentEntity; SickBeats.instance.VirusComeMnl(e.beat, e["type"]); },
|
||||
function = delegate {var e = eventCaller.currentEntity; SickBeats.instance.VirusSummonMnl(e.beat, e["type"]); },
|
||||
parameters = new List<Param>()
|
||||
{
|
||||
new Param("type", SickBeats.VirusType.Blue, "Type", "Determine virus type"),
|
||||
new Param("type", SickBeats.VirusType.Blue, "Type", "Determine virus type."),
|
||||
},
|
||||
defaultLength = 2f,
|
||||
},
|
||||
|
@ -189,11 +163,7 @@ namespace HeavenStudio.Games
|
|||
{
|
||||
return PlayerInput.GetBatonDown(InputController.ActionsBaton.East, out dt);
|
||||
}
|
||||
protected static bool IA_TouchRight(out double dt)
|
||||
{
|
||||
return PlayerInput.GetTouchDown(InputController.ActionsTouch.Right, out dt)
|
||||
&& (instance.IsExpectingInputNow(InputAction_Right) || instance.IsExpectingInputNow(InputAction_Left));
|
||||
}
|
||||
|
||||
protected static bool IA_PadUp(out double dt)
|
||||
{
|
||||
return PlayerInput.GetPadDown(InputController.ActionsPad.Up, out dt);
|
||||
|
@ -202,11 +172,7 @@ namespace HeavenStudio.Games
|
|||
{
|
||||
return PlayerInput.GetBatonDown(InputController.ActionsBaton.North, out dt);
|
||||
}
|
||||
protected static bool IA_TouchUp(out double dt)
|
||||
{
|
||||
return PlayerInput.GetTouchDown(InputController.ActionsTouch.Tap, out dt)
|
||||
&& instance.IsExpectingInputNow(InputAction_Up);
|
||||
}
|
||||
|
||||
protected static bool IA_PadLeft(out double dt)
|
||||
{
|
||||
return PlayerInput.GetPadDown(InputController.ActionsPad.Left, out dt);
|
||||
|
@ -215,11 +181,7 @@ namespace HeavenStudio.Games
|
|||
{
|
||||
return PlayerInput.GetBatonDown(InputController.ActionsBaton.West, out dt);
|
||||
}
|
||||
protected static bool IA_TouchLeft(out double dt)
|
||||
{
|
||||
return PlayerInput.GetTouchDown(InputController.ActionsTouch.Left, out dt)
|
||||
&& (instance.IsExpectingInputNow(InputAction_Right) || instance.IsExpectingInputNow(InputAction_Left));
|
||||
}
|
||||
|
||||
protected static bool IA_PadDown(out double dt)
|
||||
{
|
||||
return PlayerInput.GetPadDown(InputController.ActionsPad.Down, out dt);
|
||||
|
@ -228,24 +190,19 @@ namespace HeavenStudio.Games
|
|||
{
|
||||
return PlayerInput.GetBatonDown(InputController.ActionsBaton.South, out dt);
|
||||
}
|
||||
protected static bool IA_TouchDown(out double dt)
|
||||
{
|
||||
return PlayerInput.GetTouchDown(InputController.ActionsTouch.Tap, out dt)
|
||||
&& instance.IsExpectingInputNow(InputAction_Down);
|
||||
}
|
||||
|
||||
public static PlayerInput.InputAction InputAction_Right =
|
||||
new("AgbSickBeatsRight", new int[] { IA_RightPress, IA_RightPress, IA_RightPress },
|
||||
IA_PadRight, IA_TouchRight, IA_BatonRight);
|
||||
IA_PadRight, IA_TouchFlick, IA_BatonRight);
|
||||
public static PlayerInput.InputAction InputAction_Up =
|
||||
new("AgbSickBeatsUp", new int[] { IA_UpPress, IA_UpPress, IA_UpPress },
|
||||
IA_PadUp, IA_TouchUp, IA_BatonUp);
|
||||
IA_PadUp, IA_TouchFlick, IA_BatonUp);
|
||||
public static PlayerInput.InputAction InputAction_Left =
|
||||
new("AgbSickBeatsLeft", new int[] { IA_LeftPress, IA_LeftPress, IA_LeftPress },
|
||||
IA_PadLeft, IA_TouchLeft, IA_BatonLeft);
|
||||
IA_PadLeft, IA_TouchFlick, IA_BatonLeft);
|
||||
public static PlayerInput.InputAction InputAction_Down =
|
||||
new("AgbSickBeatsDown", new int[] { IA_DownPress, IA_DownPress, IA_DownPress },
|
||||
IA_PadDown, IA_TouchDown, IA_BatonDown);
|
||||
IA_PadDown, IA_TouchFlick, IA_BatonDown);
|
||||
|
||||
// Start is called before the first frame update
|
||||
void Awake()
|
||||
|
@ -265,24 +222,54 @@ namespace HeavenStudio.Games
|
|||
var cond = Conductor.instance;
|
||||
if (!cond.isPlaying || cond.isPaused) return;
|
||||
|
||||
if (PlayerInput.PlayerHasControl() && PlayerInput.CurrentControlStyle is InputSystem.InputController.ControlStyles.Touch)
|
||||
{
|
||||
if (PlayerInput.GetIsAction(InputAction_BasicPress))
|
||||
{
|
||||
keyAnim.Play("keep");
|
||||
}
|
||||
if (PlayerInput.GetIsAction(InputAction_BasicRelease))
|
||||
{
|
||||
keyAnim.Play("up");
|
||||
}
|
||||
|
||||
var rand_dir = UnityEngine.Random.Range(0, 4);
|
||||
var InputAction = rand_dir switch {
|
||||
(int)Direction.Right => InputAction_Right,
|
||||
(int)Direction.Up => InputAction_Up,
|
||||
(int)Direction.Left => InputAction_Left,
|
||||
(int)Direction.Down => InputAction_Down,
|
||||
};
|
||||
|
||||
if (PlayerInput.GetIsAction(InputAction) &&
|
||||
!(IsExpectingInputNow(InputAction_Right) || IsExpectingInputNow(InputAction_Up)
|
||||
|| IsExpectingInputNow(InputAction_Left) || IsExpectingInputNow(InputAction_Down)))
|
||||
{
|
||||
if (isForkPop[rand_dir]) OutFork(rand_dir);
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
if (PlayerInput.GetIsAction(InputAction_Right) && !IsExpectingInputNow(InputAction_Right))
|
||||
{
|
||||
if (isForkPop[0]) OutFork(0);
|
||||
if (isForkPop[(int)Direction.Right]) OutFork((int)Direction.Right);
|
||||
}
|
||||
if (PlayerInput.GetIsAction(InputAction_Up) && !IsExpectingInputNow(InputAction_Up))
|
||||
{
|
||||
if (isForkPop[1]) OutFork(1);
|
||||
if (isForkPop[(int)Direction.Up]) OutFork((int)Direction.Up);
|
||||
}
|
||||
if (PlayerInput.GetIsAction(InputAction_Left) && !IsExpectingInputNow(InputAction_Left))
|
||||
{
|
||||
if (isForkPop[2]) OutFork(2);
|
||||
if (isForkPop[(int)Direction.Left]) OutFork((int)Direction.Left);
|
||||
}
|
||||
if (PlayerInput.GetIsAction(InputAction_Down) && !IsExpectingInputNow(InputAction_Down))
|
||||
{
|
||||
if (isForkPop[3]) OutFork(3);
|
||||
if (isForkPop[(int)Direction.Down]) OutFork((int)Direction.Down);
|
||||
}
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
private void OutFork(int dir)
|
||||
{
|
||||
var currentBeat = Conductor.instance.songPositionInBeatsAsDouble;
|
||||
|
@ -290,7 +277,7 @@ namespace HeavenStudio.Games
|
|||
var actions = new List<BeatAction.Action>();
|
||||
keyAnim.Play("push");
|
||||
forkAnims[dir].Play("out");
|
||||
SoundByte.PlayOneShotGame("sickBeats/1", pitch: UnityEngine.Random.Range(2.75f, 3.25f));
|
||||
SoundByte.PlayOneShotGame("sickBeats/fork"+UnityEngine.Random.Range(0, 3).ToString());
|
||||
BeatAction.New(instance, new() {new BeatAction.Action(currentBeat + RefillBeat, delegate {RepopFork(dir);})});
|
||||
|
||||
isForkPop[dir] = false;
|
||||
|
@ -332,14 +319,14 @@ namespace HeavenStudio.Games
|
|||
return newVirus;
|
||||
}
|
||||
|
||||
public void PresenceVirus(double beat, int dir, int type)
|
||||
public void MoveVirus(double beat, int dir, int type)
|
||||
{
|
||||
var newVirus = SpawnVirus(beat, -1, type);
|
||||
|
||||
var actions = new List<BeatAction.Action>();
|
||||
|
||||
actions.Add(new BeatAction.Action(beat, delegate {
|
||||
newVirus.Come();
|
||||
newVirus.Summon();
|
||||
newVirus.position++;
|
||||
}));
|
||||
|
||||
|
@ -392,14 +379,14 @@ namespace HeavenStudio.Games
|
|||
BeatAction.New(instance, actions);
|
||||
}
|
||||
|
||||
public void VirusComeMnl(double beat, int type)
|
||||
public void VirusSummonMnl(double beat, int type)
|
||||
{
|
||||
var newVirus = SpawnVirus(beat, -1, type);
|
||||
|
||||
var actions = new List<BeatAction.Action>();
|
||||
|
||||
actions.Add(new BeatAction.Action(beat, delegate {
|
||||
newVirus.Come();
|
||||
newVirus.Summon();
|
||||
newVirus.position++;
|
||||
}));
|
||||
actions.Add(new BeatAction.Action(beat + 2, delegate {Destroy(newVirus.gameObject);}));
|
||||
|
|
|
@ -38,7 +38,7 @@ namespace HeavenStudio.Games.Scripts_SickBeats
|
|||
|
||||
MultiSound.Play(new MultiSound.Sound[]
|
||||
{
|
||||
new MultiSound.Sound("sickBeats/appear", startBeat, pitch: UnityEngine.Random.Range(0.9f, 1.1f)),
|
||||
new MultiSound.Sound("sickBeats/appear"+UnityEngine.Random.Range(0, 2).ToString(), startBeat),
|
||||
});
|
||||
|
||||
BeatAction.New(game, new() {new BeatAction.Action(startBeat, delegate {
|
||||
|
@ -50,12 +50,12 @@ namespace HeavenStudio.Games.Scripts_SickBeats
|
|||
|
||||
public void Dash()
|
||||
{
|
||||
SoundByte.PlayOneShotGame("sickBeats/whoosh");
|
||||
SoundByte.PlayOneShotGame("sickBeats/dash");
|
||||
VirusAnim("dash");
|
||||
}
|
||||
public void Come()
|
||||
public void Summon()
|
||||
{
|
||||
VirusAnim("come");
|
||||
VirusAnim("summon");
|
||||
}
|
||||
|
||||
public void Move()
|
||||
|
@ -75,36 +75,55 @@ namespace HeavenStudio.Games.Scripts_SickBeats
|
|||
public void Kill()
|
||||
{
|
||||
game.ScoreMiss();
|
||||
BeatAction.New(game, new() {
|
||||
new BeatAction.Action((startBeat+1) + game.RefillBeat, delegate {
|
||||
|
||||
MultiSound.Play(new MultiSound.Sound[]
|
||||
{
|
||||
new MultiSound.Sound("sickBeats/virusIn", startBeat + 2),
|
||||
new MultiSound.Sound("sickBeats/miss", startBeat + 4),
|
||||
new MultiSound.Sound("sickBeats/fadeout", startBeat + 5),
|
||||
});
|
||||
|
||||
var actions = new List<BeatAction.Action>() {
|
||||
new BeatAction.Action(startBeat + 2, delegate {
|
||||
virusAnim.DoScaledAnimationAsync("laugh", 0.5f);
|
||||
virusAnim.DoScaledAnimationAsync("enter", 0.5f);
|
||||
}),
|
||||
new BeatAction.Action((startBeat+3) + game.RefillBeat, delegate {
|
||||
new BeatAction.Action(startBeat + 4, delegate {
|
||||
virusAnim.DoScaledAnimationAsync("hide", 0.5f);
|
||||
game.orgAnim.DoScaledAnimationAsync("damage", 0.5f);
|
||||
game.orgAlive = false;
|
||||
}),
|
||||
new BeatAction.Action((startBeat+4) + game.RefillBeat, delegate {
|
||||
new BeatAction.Action(startBeat + 5, delegate {
|
||||
game.orgAnim.DoScaledAnimationAsync("vanish", 0.5f);
|
||||
}),
|
||||
new BeatAction.Action((startBeat+5) + game.RefillBeat, delegate {
|
||||
new BeatAction.Action(startBeat + 6, delegate {
|
||||
virusAnim.DoScaledAnimationAsync("laugh", 0.5f);
|
||||
game.docShock = true;
|
||||
game.doctorAnim.DoScaledAnimationAsync("shock0", 0.5f);
|
||||
}),
|
||||
new BeatAction.Action((startBeat+6) + game.RefillBeat, delegate {
|
||||
new BeatAction.Action(startBeat + 7, delegate {
|
||||
game.orgAnim.DoScaledAnimationAsync("idleAdd", 0.5f);
|
||||
game.orgAnim.DoScaledAnimationAsync("appear", 0.5f);
|
||||
game.orgAlive = true;
|
||||
Destroy(gameObject);
|
||||
game.doctorAnim.DoScaledAnimationAsync("shock1", 0.5f);
|
||||
}),
|
||||
new BeatAction.Action((startBeat+8) + game.RefillBeat, delegate {
|
||||
new BeatAction.Action(startBeat + 9, delegate {
|
||||
game.docShock = false;
|
||||
game.doctorAnim.DoScaledAnimationAsync("idle", 0.5f);
|
||||
}),
|
||||
});
|
||||
};
|
||||
|
||||
actions.Add(new BeatAction.Action(startBeat + 6, delegate {
|
||||
game.docShock = true;
|
||||
game.doctorAnim.DoScaledAnimationAsync("shock0", 0.5f);
|
||||
}));
|
||||
actions.Add(new BeatAction.Action(startBeat + 7, delegate {
|
||||
game.doctorAnim.DoScaledAnimationAsync("shock1", 0.5f);
|
||||
}));
|
||||
actions.Add(new BeatAction.Action(startBeat + 9, delegate {
|
||||
game.docShock = false;
|
||||
game.doctorAnim.DoScaledAnimationAsync("idle", 0.5f);
|
||||
}));
|
||||
|
||||
BeatAction.New(game, actions);
|
||||
}
|
||||
|
||||
private void Just(PlayerActionEvent caller, float state)
|
||||
|
@ -120,17 +139,19 @@ namespace HeavenStudio.Games.Scripts_SickBeats
|
|||
{
|
||||
if (state >= 1f)
|
||||
{
|
||||
SoundByte.PlayOneShotGame("sickBeats/bad");
|
||||
VirusAnim("stabLate");
|
||||
KeyAnim("stabLate");
|
||||
}
|
||||
else if (state <= -1f)
|
||||
{
|
||||
SoundByte.PlayOneShotGame("sickBeats/bad");
|
||||
VirusAnim("stabFast");
|
||||
KeyAnim("stabFast");
|
||||
}
|
||||
else
|
||||
{
|
||||
SoundByte.PlayOneShotGame("sickBeats/stab");
|
||||
SoundByte.PlayOneShotGame("sickBeats/hit");
|
||||
VirusAnim("stab");
|
||||
KeyAnim("stab");
|
||||
|
||||
|
@ -186,13 +207,10 @@ namespace HeavenStudio.Games.Scripts_SickBeats
|
|||
|
||||
void ChangeColor()
|
||||
{
|
||||
renderers[0].material = game.RecolorMats[life];
|
||||
|
||||
renderers[1].material = game.RecolorMats[life];
|
||||
|
||||
Color newColor = game.color[life];
|
||||
renderers[2].color = new Color(newColor.r, newColor.g, newColor.b, renderers[2].color.a);
|
||||
|
||||
foreach (var renderer in renderers)
|
||||
{
|
||||
renderer.material = game.RecolorMats[life];
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
Loading…
Reference in a new issue