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SetVertexColors.js
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#pragma strict
var yZeroVal : Color;
var yOneVal : Color;
var origColor : Color;
var burstColor : Color;
var lerpableColor : Color;
var lerpableColorA : Color;
var lerpableColorB : Color;
var healthColor : Color;
var mesh : Mesh;
var uv : Vector2[];
var vertices : Vector3[];
// Sets the vertex color to be red at the y=0 and green at y=1.
// (Note that most builtin shaders don't display vertex colors, you can
// use eg. a particle shader to see vertex colors)
// function Start () {
// var mesh : Mesh = GetComponent(MeshFilter).mesh;
// var vertices : Vector3[] = mesh.vertices;
// var colors : Color[] = new Color[vertices.Length];
// for (var i = 0; i < vertices.Length;i++)
// colors[i] = Color.Lerp(yZeroVal, yOneVal, vertices[i].y);
// mesh.colors = colors;
// }
// http://answers.unity3d.com/questions/51283/is-there-a-way-to-make-a-gradient-material-white-to-black-in-Unity3D.html
function Start ()
{
mesh = GetComponent(MeshFilter).mesh;
vertices = mesh.vertices;
uv = mesh.uv;
var colors : Color32[] = new Color32[uv.Length];
// Instead if vertex.y we use uv.x
for (var i = 0; i < uv.Length;i++)
colors[i] = Color.Lerp(yZeroVal,yOneVal, uv[i].x);
mesh.colors32 = colors;
lerpableColorA = yZeroVal;
lerpableColorB = yOneVal;
}
// function UpdateColors () {
// var colors : Color32[] = new Color32[uv.Length];
// // Instead if vertex.y we use uv.x
// for (var i = 0; i < uv.Length;i++)
// colors[i] = Color.Lerp(yTwoVal,yThreeVal, uv[i].x);
// mesh.colors32 = colors;
// }
function RestoreColors () {
// var colors : Color32[] = new Color32[uv.Length];
// for (var i = 0; i < uv.Length;i++)
// colors[i] = Color.Lerp(yZeroVal,yOneVal, uv[i].x);
// mesh.colors32 = colors;
lerpableColor = origColor;
gameObject.GetComponent.<Renderer>().material.SetColor ("_Color", lerpableColor);
}
// lerpedColor = Color.Lerp(Color.white, Color.black, Time.time);
function FlashColors (timer : float) {
var colors : Color32[] = new Color32[uv.Length];
var start = origColor;
var end = burstColor;
var i = 0.0;
var step = 1.0/timer;
while (i <= 1.0) {
i += step * Time.deltaTime;
lerpableColor = Color.Lerp(end, start, i);
gameObject.GetComponent.<Renderer>().material.SetColor ("_Color", lerpableColor);
yield;
}
yield WaitForSeconds (timer);
}
function FlashColorsPlayer (timer : float) : IEnumerator {
healthColor = Color.Lerp(burstColor, origColor, PlayerBrain.HPRatio);
//Debug.Log("healthColor is" + healthColor);
var colors : Color32[] = new Color32[uv.Length];
var start = healthColor;
var end = burstColor;
var i = 0.0;
var step = 1.0/timer;
while (i <= 1.0) {
i += step * Time.deltaTime;
lerpableColor = Color.Lerp(end, start, i);
gameObject.GetComponent.<Renderer>().material.SetColor ("_Color", lerpableColor);
yield;
}
yield WaitForSeconds (timer);
}
// function LerpColors (timer : float, colorA: Color, colorB : Color) {
// var colors : Color32[] = new Color32[uv.Length];
// var startA = yZeroVal;
// var startB = yOneVal;
// var i = 0.0;
// var step = 1.0/timer;
// while (i <= 1.0) {
// i += step * Time.deltaTime;
// lerpableColor = Color.Lerp(startA, colorA, i);
// lerpableColor = Color.Lerp(startB, colorB, i);
// gameObject.renderer.material.SetColor ("_Color", lerpableColor);
// yield;
// }
// yield WaitForSeconds (timer);
// }
function LerpColors (timer : float, colorA: Color, colorB : Color) {
mesh = GetComponent(MeshFilter).mesh;
vertices = mesh.vertices;
uv = mesh.uv;
var colors : Color32[] = new Color32[uv.Length];
var i = 0.0;
var step = 1.0/timer;
var startA = lerpableColorA;
var startB = lerpableColorB;
while (i <= 1.0) {
i += step * Time.deltaTime;
lerpableColorA = Color.Lerp(startA, colorA, i);
lerpableColorB = Color.Lerp(startB, colorB, i);
for (var a = 0; a < uv.Length;a++)
colors[a] = Color.Lerp(lerpableColorA,lerpableColorB, uv[a].x);
mesh.colors32 = colors;
yield;
}
yield WaitForSeconds (timer);
}