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Question by Satsura · May 28, 2014 at 08:48 PM · texturelistfadevalue

Fade GUI Textures when value changes C#

What I'm trying to accomplish: I'm trying to make 2 gradient images fade over one another when a value increases.

What I have: I currently have a list of values and locations (of where the labels/textures must be placed), so the only thing I'm trying to accomplish is to place a Blue gradient on the locations and make the Red fade in when the value increases.

Here's what I have so far:

 for (int a = 0; a < _Positions.Count; a++){
     
                 Vector3 LabelPos = Camera.main.WorldToScreenPoint(_Positions[a]);
                 GUI.Label (new Rect(LabelPos.x, LabelPos.y, 100, 30), gameObject.GetComponent<myAudioAnalysis>().RMStodBFS(gameObject.GetComponent<myAudioAnalysis>().myMeanRMS[a]).ToString(), LabelDbStyle);
     
     }
 
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avatar image Satsura · May 29, 2014 at 10:10 PM 0
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I added the following code, but the values I get from my$$anonymous$$eanR$$anonymous$$S are negative so the backgrounds of my labels just stay green. Anyone got any idea?

 GUI.backgroundColor = new Color(gameObject.GetComponent<myAudioAnalysis>().R$$anonymous$$StodBFS(gameObject.GetComponent<myAudioAnalysis>().my$$anonymous$$eanR$$anonymous$$S[a]) * 2f, 1f - gameObject.GetComponent<myAudioAnalysis>().R$$anonymous$$StodBFS(gameObject.GetComponent<myAudioAnalysis>().my$$anonymous$$eanR$$anonymous$$S[a]) * 2f, 0f, 1f);

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