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Debug.Log("Begin"); + //Debug.Log("Begin"); while (player.Frame < pause_frame) { - Debug.Log("Loop"); + //Debug.Log("Loop"); yield return null; } player.Pause(); - Debug.Log("Pause"); + //Debug.Log("Pause"); progress = (float)player.Frame / player.TotalNumFrames; yield return null; - Debug.Log("Wait"); + //Debug.Log("Wait"); while (progress < breakProgress) { if (mode) info = $"{progress}"; diff --git a/Unity_2018_Frozen/Assets/Frozen/Script/MaterialColorHandler.cs b/Unity_2018_Frozen/Assets/Frozen/Script/MaterialColorHandler.cs new file mode 100644 index 0000000..860a663 --- /dev/null +++ b/Unity_2018_Frozen/Assets/Frozen/Script/MaterialColorHandler.cs @@ -0,0 +1,27 @@ +using System.Collections; +using System.Collections.Generic; +using UnityEngine; + +namespace UltraCombos.Frozen +{ + public class MaterialColorHandler : MonoBehaviour + { + public Color dayColor; + public Color nightColor; + + Material material; + + private void Start() + { + var rdr = GetComponent(); + material = rdr.material; + } + + private void Update() + { + material.color = Color.Lerp(dayColor, nightColor, SceneController.Instance.rate); + } + } +} + + diff --git a/Unity_2018_Frozen/Assets/Frozen/Script/MaterialColorHandler.cs.meta b/Unity_2018_Frozen/Assets/Frozen/Script/MaterialColorHandler.cs.meta new file mode 100644 index 0000000..0935cc8 --- /dev/null +++ b/Unity_2018_Frozen/Assets/Frozen/Script/MaterialColorHandler.cs.meta @@ -0,0 +1,13 @@ +fileFormatVersion: 2 +guid: 10faf8bca5ee3e343b88e67ee7f1241d +timeCreated: 1529823457 +licenseType: Free +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Unity_2018_Frozen/Assets/Frozen/Shader/FrozenUnlitBlendedTexture.shader b/Unity_2018_Frozen/Assets/Frozen/Shader/FrozenUnlitBlendedTexture.shader index c4df3ee..b85f261 100644 --- a/Unity_2018_Frozen/Assets/Frozen/Shader/FrozenUnlitBlendedTexture.shader +++ b/Unity_2018_Frozen/Assets/Frozen/Shader/FrozenUnlitBlendedTexture.shader @@ -2,6 +2,7 @@ { Properties { + _Color("Color", Color) = (1,1,1,1) _MainTex ("Texture", 2D) = "white" {} _SubTex ("Texture", 2D) = "white" {} _Rate ("Rate", Range(0, 1)) = 0 @@ -32,6 +33,7 @@ float4 vertex : SV_POSITION; }; + fixed4 _Color; sampler2D _MainTex; float4 _MainTex_ST; sampler2D _SubTex; @@ -52,7 +54,7 @@ fixed4 sub_col = tex2D(_SubTex, i.uv); fixed3 frag_color = lerp(col.xyz, sub_col.xyz, _Rate); frag_color = lerp(frag_color, GammaToLinearSpace(frag_color), _isGamma); - return fixed4(frag_color, 1.0); + return fixed4(frag_color, 1.0) * _Color; } ENDCG }