Assemblies Made and Refactored Code Folders
Created assemblies for the new design code. Relocated legacy scripts into a legacy folder and made a "new_design" folder for new design.
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36
Assets/Scripts/Legacy/Enviornment/EmissiveLightMatching.cs
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36
Assets/Scripts/Legacy/Enviornment/EmissiveLightMatching.cs
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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] 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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private void Start()
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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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private void Update()
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{
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var x = 0;
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foreach (var i in indexes)
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{
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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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fileFormatVersion: 2
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guid: 5121ccf5a359b594aa31296fd9902dfb
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MonoImporter:
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externalObjects: {}
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serializedVersion: 2
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defaultReferences: []
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executionOrder: 0
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icon: {instanceID: 0}
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userData:
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assetBundleName:
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assetBundleVariant:
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