using UnityEngine; using System.Collections; namespace Artngame.GIPROXY { public class ProceduralNoiseGIPROXY : MonoBehaviour { public float scale = 1.0f; public float speed = 1.0f; public bool recalculateNormals = false; private Vector3[] baseVertices; private PerlinGIPROXY noise; public bool Colorize=false; public float Color_cycle_speed = 0.1f; MeshFilter meshFilter; void Start () { meshFilter = GetComponent("MeshFilter") as MeshFilter; noise = new PerlinGIPROXY (); register_time = Time.fixedTime; } public float CHANGE_FACTOR=0; private float register_time; public bool Deactivate_after=false; public float seconds=1f; void Update () { if(!Deactivate_after | (Deactivate_after & ((Time.fixedTime-register_time) < seconds) )){ if(scale!=0){ Mesh mesh = meshFilter.mesh; if (baseVertices == null) {baseVertices = mesh.vertices;} Vector3[] vertices = new Vector3[baseVertices.Length]; float timex = Time.time * speed + 0.1365143f * CHANGE_FACTOR; float timey = Time.time * speed + 1.21688f* CHANGE_FACTOR; float timez = Time.time * speed + 2.5564f* CHANGE_FACTOR; for (int i=0;i().material.color = Color.Lerp (this.gameObject.GetComponent().material.color, Color.blue,Color_cycle_speed); }else if(RAND_1 ==1){ this.gameObject.GetComponent().material.color = Color.Lerp (this.gameObject.GetComponent().material.color, Color.red,Color_cycle_speed); }else if(RAND_1 ==2){ this.gameObject.GetComponent().material.color = Color.Lerp (this.gameObject.GetComponent().material.color, Color.magenta,Color_cycle_speed); } } } } } }