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Question by Valkarth · Apr 19, 2017 at 01:35 PM · c#arrayrenderingmaterialclones

Applying Material to individual clones

Hi,

I'm having trouble changing the material of a renderer given a certain value. The starclass determines the material of the renderer. I have created 7 materials and placed them into a folder each being of different colours and when I manually select them onto a star it works. My program in another script instantiates 20 clones of my prefab and runs the script below on each individual clone.

alt text

In my prefab, I have selected the elements of my material and given it size 7. Seen above.

I believe these are the possible solutions: - Make all 7 elements of the same material to make it appear as if it is one solid colour. - Destroy the renderer, then create one and apply the appropriate material onto it - Reduce the size of the array down to 1 and make the first element respective to the starclass.

Below is the inspector of a clone made.

alt text

I've been stuck on this for about 8 hours now and i'm bloody frustrated. Any comments are deeply appreciated.

My code below:

 using System.Collections;
 using System.Collections.Generic;
 using UnityEngine;

 public class StarInfo : MonoBehaviour {

 //Star Properties
 public float starID;
 public string starclass;
 public int startemp;

 //Star Material and Color
 private float randomintfloat;
 public Material[] materials;
 public Renderer rend;

 //Optional:
 //public GameObject star;
 //private string starcolor;

 public void Start()
 {
     rend = gameObject.GetComponent<Renderer> ();
     rend.enabled = true;

     Invoke("Classify", 0f);
 }

 public void Classify()
 {
     //star = gameObject;
     // The starID is simply a float which has its value determined by a random number in the range of 1001 to 9999.
     // This is purely for design purposes.
     starID = Random.Range (1001, 9999);

     // Initialising the star class.
     starclass = "";

     // Generating a random integer between 0 and 6 which represent the 7 possible star types (soon to be assigned).

     randomintfloat = Random.Range (0, 6);
     int randomint = (int)Mathf.Round (randomintfloat);
     Debug.Log ("The value of randonint after it has been rounded is " + randomint);

     // Casewhere randomint is...
     switch (randomint) 
     {
     case 0:
         starclass = "O";
         // The startemp is in the range between the commonly found temperatures. Temperatures seen on the page below.
         // https://en.wikipedia.org/wiki/Stellar_classification
         startemp = Random.Range (30000, 50000);
         break;
     case 1:
         starclass = "B";
         startemp = Random.Range (10000, 29999);
         break;
     case 2:
         starclass = "A";
         startemp = Random.Range (7500, 9999);
         break;
     case 3:
         starclass = "F";
         startemp = Random.Range (6000, 7499);
         break;
     case 4:
         starclass = "G";
         startemp = Random.Range (5200, 5999);
         break;
     case 5:
         starclass = "K";
         startemp = Random.Range (3700, 5199);
         break;
     case 6:
         starclass = "M";
         startemp = Random.Range (2400, 3699);
         break;
     }

     Debug.Log("The starclass is now " + starclass);
     Debug.Log ("The temperature of the star is now " + startemp);

     // In the case where starclass is O|B|A|F|G|K|M , change the starcolor according to the class
     // http://www.vendian.org/mncharity/dir3/starcolor/

     switch (starclass) 
     {
     case "O":
         Debug.Log ("Should change color to O");
         rend.sharedMaterial = materials[0];
         break;
     case "B":
         Debug.Log ("Should change color to B");
         rend.sharedMaterial = materials[1];
         break;
     case "A":
         Debug.Log ("Should change color to A");
         rend.sharedMaterial = materials[2];
         break;
     case "F":
         Debug.Log ("Should change color to F");
         rend.sharedMaterial = materials[3];
         break;
     case "G":
         Debug.Log ("Should change color to G");
         rend.sharedMaterial = materials[4];
         break;
     case "K":
         Debug.Log ("Should change color to K");
         rend.sharedMaterial = materials[5];
         break;
     case "M":
         Debug.Log ("Should change color to M");
         rend.sharedMaterial = materials[6];
         break;
     }

     Debug.Log ("The clones have been classified and colored.");
 }

}

screen-shot-2017-04-19-at-112635-pm.png (52.7 kB)
screen-shot-2017-04-19-at-113225-pm.png (52.2 kB)
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