fix the weird material hardcoding
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1feace1938
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@ -1574,6 +1574,15 @@ MonoBehaviour:
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shooterMaterial: {fileID: 2100000, guid: 97aebf98db2a0bb4a974fbbbbf03fda8, type: 2}
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objectMaterial: {fileID: 2100000, guid: 05418807da86e2146bc9e10ad24a33aa, type: 2}
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gridPlaneMaterial: {fileID: 2100000, guid: 3df450e97190f504d9ac4f14283b2e0a, type: 2}
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elevatorMaterial: {fileID: 2100000, guid: f8523e095c9f2194d8ae47687a42305a, type: 2}
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beltMaterial: {fileID: 2100000, guid: eafa15cb3393da547b21d564d4e71546, type: 2}
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firstPatternLights:
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- {fileID: 2100000, guid: da6d7e38b05966f40b51e566d6b339a8, type: 2}
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- {fileID: 2100000, guid: 19e1f16b6cfe97b44abbebd8638abba7, type: 2}
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- {fileID: 2100000, guid: 9dd5968860c25854c81d2bab1f5413d6, type: 2}
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secondPatternLights:
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- {fileID: 2100000, guid: 30ee7eac2a3457f469ba20a22c6dede1, type: 2}
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- {fileID: 2100000, guid: bb162603bc9317b4c99d15b50be9b8ff, type: 2}
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beltSpeed: 4.33
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--- !u!1 &8451088964468361308
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GameObject:
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@ -97,16 +97,14 @@ namespace HeavenStudio.Games
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[SerializeField] private Material shooterMaterial;
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[SerializeField] private Material objectMaterial;
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[SerializeField] private Material gridPlaneMaterial;
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private Material elevatorMaterial;
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private Material[] gridMaterials;
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private Material[] firstPatternLights;
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private Material[] secondPatternLights;
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private Material[] elevatorObjectMats;
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[SerializeField] private Material elevatorMaterial;
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[SerializeField] private Material beltMaterial;
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[SerializeField] private Material[] firstPatternLights;
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[SerializeField] private Material[] secondPatternLights;
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[Header("Properties")]
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[SerializeField] float beltSpeed = 1f;
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private Material beltMaterial;
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private Material[] environmentMaterials;
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private Material[] elevatorMaterials;
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private float currentBeltOffset;
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@ -132,52 +130,52 @@ namespace HeavenStudio.Games
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GameCamera.AdditionalRotEuler = camPos.eulerAngles;
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GameCamera.AdditionalFoV = cameraFoV;
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environmentMaterials = environmentRenderer.materials;
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elevatorMaterials = elevatorRenderer.materials;
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beltMaterial = Instantiate(environmentMaterials[8]);
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environmentMaterials[8] = beltMaterial;
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elevatorObjectMats = new Material[]
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{
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Instantiate(elevatorMaterials[0]),
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Instantiate(elevatorMaterials[1]),
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Instantiate(elevatorMaterials[2]),
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};
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elevatorMaterials[0] = elevatorObjectMats[0];
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elevatorMaterials[1] = elevatorObjectMats[1];
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elevatorMaterials[2] = elevatorObjectMats[2];
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elevatorMaterial = Instantiate(elevatorMaterials[3]);
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elevatorMaterials[3] = elevatorMaterial;
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gridMaterials = new Material[]
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{
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Instantiate(environmentMaterials[9]),
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Instantiate(environmentMaterials[11]),
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Instantiate(environmentMaterials[12]),
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Instantiate(environmentMaterials[13]),
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Instantiate(environmentMaterials[14]),
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};
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environmentMaterials[9] = gridMaterials[0];
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environmentMaterials[11] = gridMaterials[1];
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environmentMaterials[12] = gridMaterials[2];
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environmentMaterials[13] = gridMaterials[3];
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environmentMaterials[14] = gridMaterials[4];
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// environmentMaterials = environmentRenderer.materials;
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// elevatorMaterials = elevatorRenderer.materials;
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// beltMaterial = Instantiate(environmentMaterials[8]);
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// environmentMaterials[8] = beltMaterial;
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// elevatorObjectMats = new Material[]
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// {
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// Instantiate(elevatorMaterials[0]),
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// Instantiate(elevatorMaterials[1]),
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// Instantiate(elevatorMaterials[2]),
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// };
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// elevatorMaterials[0] = elevatorObjectMats[0];
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// elevatorMaterials[1] = elevatorObjectMats[1];
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// elevatorMaterials[2] = elevatorObjectMats[2];
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// elevatorMaterial = Instantiate(elevatorMaterials[3]);
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// elevatorMaterials[3] = elevatorMaterial;
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// gridMaterials = new Material[]
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// {
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// Instantiate(environmentMaterials[9]),
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// Instantiate(environmentMaterials[11]),
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// Instantiate(environmentMaterials[12]),
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// Instantiate(environmentMaterials[13]),
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// Instantiate(environmentMaterials[14]),
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// };
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// environmentMaterials[9] = gridMaterials[0];
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// environmentMaterials[11] = gridMaterials[1];
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// environmentMaterials[12] = gridMaterials[2];
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// environmentMaterials[13] = gridMaterials[3];
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// environmentMaterials[14] = gridMaterials[4];
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firstPatternLights = new Material[]
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{
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Instantiate(environmentMaterials[1]),
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Instantiate(environmentMaterials[2]),
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Instantiate(environmentMaterials[4]),
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};
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environmentMaterials[1] = firstPatternLights[0];
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environmentMaterials[2] = firstPatternLights[1];
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environmentMaterials[4] = firstPatternLights[2];
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// firstPatternLights = new Material[]
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// {
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// Instantiate(environmentMaterials[1]),
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// Instantiate(environmentMaterials[2]),
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// Instantiate(environmentMaterials[4]),
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// };
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// environmentMaterials[1] = firstPatternLights[0];
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// environmentMaterials[2] = firstPatternLights[1];
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// environmentMaterials[4] = firstPatternLights[2];
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secondPatternLights = new Material[]
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{
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Instantiate(environmentMaterials[0]),
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Instantiate(environmentMaterials[3])
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};
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environmentMaterials[0] = secondPatternLights[0];
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environmentMaterials[3] = secondPatternLights[1];
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// secondPatternLights = new Material[]
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// {
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// Instantiate(environmentMaterials[0]),
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// Instantiate(environmentMaterials[3])
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// };
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// environmentMaterials[0] = secondPatternLights[0];
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// environmentMaterials[3] = secondPatternLights[1];
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elevatorAnim.Play("MakeRod", 0, 1f);
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UpdateColors();
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@ -231,14 +229,6 @@ namespace HeavenStudio.Games
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beltMaterial.SetColor("_Color", currentEnvironmentColor);
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gridPlaneMaterial.SetColor("_Color", currentEnvironmentColor);
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elevatorMaterial.SetColor("_Color", currentEnvironmentColor);
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foreach (var mat in gridMaterials)
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{
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mat.SetColor("_Color", currentEnvironmentColor);
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}
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foreach (var mat in elevatorObjectMats)
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{
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mat.SetColor("_Color", currentObjectColor);
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}
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if (!lighting)
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{
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foreach (var mat in firstPatternLights)
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@ -298,8 +288,8 @@ namespace HeavenStudio.Games
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currentBeltOffset = (currentBeltOffset + Time.deltaTime * -beltSpeed) % 1f;
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beltMaterial.mainTextureOffset = new Vector2(0f, currentBeltOffset);
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environmentRenderer.materials = environmentMaterials;
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elevatorRenderer.materials = elevatorMaterials;
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// environmentRenderer.materials = environmentMaterials;
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// elevatorRenderer.materials = elevatorMaterials;
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if (PlayerInput.PlayerHasControl() && PlayerInput.CurrentControlStyle is InputSystem.InputController.ControlStyles.Touch)
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{
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