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Question by daalme · Jan 27, 2018 at 06:51 PM · c#colorprogramminglerpcolor change

Color.Lerp over HP

Hello. I'm trying to create a floor that heats up by being in contact with certain objects. and it cools when coming in contact with others.

The thing is that I want to show visually by the color of the floor if it is cold or hot. Because when it reaches its maximum temperature the floor falls.

CODE: using System.Collections; using System.Collections.Generic; using UnityEngine;

 public class EstadosPlataforma : MonoBehaviour {
     //Controller controller;
 
     public float grados;
     Rigidbody rgb;
     public bool Helada, Ardiendo;
 
     public Color StartColor;
     public Color EndColorBlue;
     public Color EndColorRed;
 
     public GameObject Heat;
     public GameObject Frio;
 
     // Use this for initialization
     void Start () {
         
         grados = 0; //---DEGREES--//
         rgb = GetComponent<Rigidbody> ();
         Helada = false; //--FROZEN FLOOR--//
         Ardiendo = false; //--BURNING FLOOR--//
     }
     
     // Update is called once per frame
     void Update () {
 
         if (grados >= 100f) {
             Ardiendo = true;
 
         } else {
             Ardiendo = false;
         }
 
         if (grados <= -100f) {
             Helada = true;
             transform.gameObject.tag = "PlataformaHelada";
 
             Frio.GetComponent<AudioSource>().enabled = true;
 
         } else {
             Helada = false;
             transform.gameObject.tag = "Plataforma";
         }
 
         if (Ardiendo) {
             rgb.constraints = RigidbodyConstraints.None;
             Heat.GetComponent<AudioSource>().enabled = true;
             Destroy (gameObject, 2);
 
         }
     }
     void OnCollisionStay (Collision c) {
         if (c.transform.tag == "Hielo" && grados > -100f) {
             grados -= 3.5f * Time.deltaTime;
         }
 
         if (c.transform.tag == "Fuego" && grados < 100f) {
             grados += 3.5f * Time.deltaTime;
         }
 
         if (c.transform.tag == "Golem" && grados <= 100f) {
             grados += 1.5f * Time.deltaTime;
         } else {
             grados += 0f * Time.deltaTime;
         }
     }
 }
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Answer by Harinezumi · Jan 28, 2018 at 11:39 PM

To solve this, you should set the color of the material you are using:

 private Renderer ownRenderer; // private member variable to store the renderer

 // add to Start(), or even better, to Awake()
 ownRenderer = GetComponent<Renderer>();

 // in Update(), when Ardiendo = true
 ownRenderer.material.color = EndColorRed;

 // in Update(), when Helado = true
 ownRenderer.material.color = EndColorBlue;

 // in Update(), when neither Helado nor Ardiendo is true
 ownRenderer.material.color = StartColor;

Note that this will only change the main color of one renderer. If your platform model consists of multiple Renderers or has a complex material, then you will need a more complex setup (for example with Renderer[] ownRenderers = GetComponentsInChildren<Renderer>(); and/or cycle through ownRenderer.materials).
Additionally, you may want to use Color.Lerp(startColor, endColor, Mathf.Abs(grados / 100));to transition the color over time (post a comment if you need a help with this ;) ).

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