Steam lobby implemented
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@ -1,40 +1,36 @@
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using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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public class EmissiveLightMatching : MonoBehaviour
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{
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[SerializeField]
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private List<int> indexes;
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private List<Color> colors= new List<Color>();
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[SerializeField]
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private Light reference;
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[SerializeField] private List<int> indexes;
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[SerializeField] private Light reference;
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private readonly List<Color> colors = new();
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private float initIntensity;
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private void Awake()
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{
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initIntensity = reference.intensity;
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}
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// Start is called before the first frame update
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void Start()
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private void Start()
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{
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foreach(int index in indexes) {
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colors.Add(this.gameObject.GetComponent<MeshRenderer>().materials[index].GetColor("_EmissiveColor"));
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}
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foreach (var index in indexes)
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colors.Add(gameObject.GetComponent<MeshRenderer>().materials[index].GetColor("_EmissiveColor"));
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}
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// Update is called once per frame
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void Update()
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private void Update()
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{
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int x = 0;
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foreach(int i in indexes)
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var x = 0;
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foreach (var i in indexes)
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{
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this.gameObject.GetComponent<MeshRenderer>().materials[i].SetColor("_EmissiveColor", colors[x] * ((10*reference.intensity / initIntensity)));
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gameObject.GetComponent<MeshRenderer>().materials[i].SetColor("_EmissiveColor",
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colors[x] * (10 * reference.intensity / initIntensity));
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x++;
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}
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}
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}
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}
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