as follows:
If you change the color in Start(), you can do it.
If you do it in Update(), it will go through and you will not be able to handle it.
By the way, I was able to get the location.
Also, when I got the color information, Debug.Log was able to get it with the color changed.
However, the results (screen) remained the same color.
If anyone understands, please let me know.
using UnityEngine;
using UnityEngine.UI;
using System.Collections;
public class BattleMain: BattleBase {
protected int_sceneTask;
// public GameObject prefab=(GameObject)Resources.Load("Object/MassTile");
publicGameObject prefab=null;
public GameObject[,] pass = new GameObject[15,15];
intisk;
intjsk;
// Use this for initialization
void Start() {
// Load prefabricated to place
// GameObject prefab=(GameObject)Resources.Load("Object/MassTile");
// Specify the object from which to place it
GameObject stageObject=GameObject.FindWithTag("Stage");
//// tile arrangement
for(inti=0;i<15;i++){
for(int j=0;j<15;j++){
Vector3tile_pos = new Vector3(
0+prefab.transform.localScale.x*i,
0,
0+prefab.transform.localScale.z*j
);
if(prefab!=null){
// prefabricated replication
GameObject instant_object = Instantiate(prefab, tile_pos, Quaternion.identity) as GameObject;
// attach a replicated prefabricated under the generator
instant_object.transform.parent=stageObject.transform;
pass[i,j] = instant_object;
}
}
}
int Event=Random.Range(4,7); // Install event mass at random
for(intp=0;p<Ivent;p++){
intiRandNum=Random.Range(0,14);
int jRandNum = Random.Range(0,14);
mass[iRandNum,jRandNum].GetComponent<Render>().material.color=newColor(0.2f,0.8f,0.9f,0.5f);
}
}
// Update is called once per frame
void Update() {
mass[5,5].GetComponent<Render>().material.color=newColor(0.0f,0.0f,0.0f);
Debug.Log(pass[5,5].GetComponent<Render>().material.color);
class[1,5].GetComponent<Render>().material.color=newColor(0.2f, 0.8f, 0.9f, 0.5f);
Debug.Log(pass[1,5].GetComponent<Render>().material.color);
}
}
As for Unity 5.3.1, the 5 and 5 position squares have turned black as intended.
Do you happen to have more than one BattleMain attached to the same object?
this.btm=this.gameObject.GetComponent<BattleMain>();
This description is strange and should normally be this.btm==this.
As a trial, will ↓ work with this?
void Update(){
// btm.SyuIti();// Thrued
SyuIti();
}
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