how to change particle color randomly? - andengine

I'm creating a live wallpaper using andengine. By using ColorParticleModifier, I can change the color of the particles. But how can I make them change color randomly by themselves?
Thank you!

If you want them to change color over time, you could create a new Particle class and Override onUpdate and place your color changing code in there. Doing this will allow you to have the particle change color every time onUpdate is run.
private float colorTimer = 0;
private final float COLOR_RESET = 0.25f; //change color 4 times per second
private Random rand = new Random();
...
#Override
protected void onUpdate(final float pSecondsElapsed){
colorTimer += pSecondsElapsed;
if (colorTimer >= COLOR_RESET){
colorTimer =0;
this.mEntity.setColor(rand.nextFloat(), rand.nextFloat(), rand.nextFloat());
}
super.onUpdate(pSecondsElapsed);
}

Related

How to know coloring is complete on the sprite?

I am trying to make color game in that there are three object border, 3d cube, and a pointer(tube), here i'm painting a 3d cube with a pointer by changing its texture and put a sprite on the cube so i want to detect the condition while i almost complete the coloring inside the sprite border how can i do that in unity?
Like in this image
I want to know how to detect almost complete coloring within the boundry sprite.
To detect if the coloring inside the sprite border is almost complete, you can use a combination of Unity's built-in collision detection and image processing techniques. Something like this:
First create a sprite mask on the sprite border to mask the cube image. This will allow you to apply an effect to only the area inside the border.
Then sample the color of each pixel inside the border using the GetPixels method of the Texture2D class. Store these values in an array.
Calculate the average color of all the pixels in the array.
Compare the average color to a pre-defined threshold color to determine if the coloring is complete. If the average color is close enough to the threshold color, you can assume that the coloring is complete.
Repeat steps 2-4 in a loop while the player is painting the cube to continuously check if the coloring is complete.
Once the coloring is complete, you can trigger an event or perform some other action in your game.
using UnityEngine;
public class ColorDetection : MonoBehaviour
{
public SpriteRenderer spriteRenderer;
public Texture2D maskTexture;
public Color thresholdColor;
private void Update()
{
Color averageColor = GetAverageColor();
if (IsColorSimilar(averageColor, thresholdColor))
{
Debug.Log("Coloring is complete");
}
}
private Color GetAverageColor()
{
Texture2D texture = spriteRenderer.sprite.texture;
Rect spriteRect = spriteRenderer.sprite.rect;
Color[] maskPixels = maskTexture.GetPixels();
Color[] spritePixels = texture.GetPixels((int)spriteRect.x, (int)spriteRect.y, (int)spriteRect.width, (int)spriteRect.height);
int count = 0;
Color sum = Color.clear;
for (int i = 0; i < maskPixels.Length; i++)
{
if (maskPixels[i].a > 0)
{
count++;
sum += spritePixels[i];
}
}
return sum / count;
}
private bool IsColorSimilar(Color a, Color b)
{
float delta = 0.05f;
return Mathf.Abs(a.r - b.r) < delta && Mathf.Abs(a.g - b.g) < delta && Mathf.Abs(a.b - b.b) < delta;
}
}

Unity material.color.a code is not working

void OnTriggerStay(Collider other)
{
if (other.gameObject.CompareTag("tree"))
{
Color color = other.gameObject.GetComponent<Renderer>().material.color;
color.a = 0.5f;
}
}
If an object with a "tree" tag enters the camera's trigger, I want the opacity of that object to be 0.5. But didn't worked. How can i fix this? Thanks.
While the other two answers are technically correct, you are most likely missing a very important step to allow for the changing of the alpha of a Material. I'll take a guess and assume you generated a new Material in the Editor by using the Asset Creation Menu. By default, the Material RenderMode is set to Opaque.
To allow for changes of the Material color's alpha, you will need to set the RenderMode either to Transparent or Fade. If you are working with a custom shader, you will need to alter the code to format to one of the mentioned RenderTypes. If you need help modifying your shader, that would best be answered in a new question.
For clarity, here is a gif of what the confusion might be:
Edit: For completeness, here is a full script that will toggle the RenderMode of your material at runtime if you do not wish to change it at compile time.
using UnityEngine;
public static class MaterialUtils
{
public enum BlendMode
{
Opaque,
Cutout,
Fade,
Transparent
}
public static void SetupBlendMode(Material material, BlendMode blendMode)
{
switch (blendMode)
{
case BlendMode.Transparent:
material.SetOverrideTag("RenderType", "Transparent");
material.SetInt("_SrcBlend", (int)UnityEngine.Rendering.BlendMode.SrcAlpha);
material.SetInt("_DstBlend", (int)UnityEngine.Rendering.BlendMode.OneMinusSrcAlpha);
material.SetInt("_ZWrite", 0);
material.DisableKeyword("_ALPHATEST_ON");
material.EnableKeyword("_ALPHABLEND_ON");
material.DisableKeyword("_ALPHAPREMULTIPLY_ON");
material.renderQueue = (int)UnityEngine.Rendering.RenderQueue.Transparent;
material.SetFloat("_Mode", 3.0f);
break;
case BlendMode.Opaque:
material.SetOverrideTag("RenderType", "");
material.SetInt("_SrcBlend", (int)UnityEngine.Rendering.BlendMode.One);
material.SetInt("_DstBlend", (int)UnityEngine.Rendering.BlendMode.Zero);
material.SetInt("_ZWrite", 1);
material.DisableKeyword("_ALPHATEST_ON");
material.DisableKeyword("_ALPHABLEND_ON");
material.DisableKeyword("_ALPHAPREMULTIPLY_ON");
material.renderQueue = -1;
material.SetFloat("_Mode", 0.0f);
break;
default:
Debug.LogWarning("Warning: BlendMode: " + blendMode + " is not yet implemented!");
break;
}
}
}
[RequireComponent(typeof(MeshRenderer))]
public class TestScript : MonoBehaviour
{
[SerializeField] private MeshRenderer mr = null;
[SerializeField] private float alphaChange = 0.5f;
private bool isOpaque = true;
private void Awake()
{
if (mr == null)
mr = GetComponent<MeshRenderer>();
}
private void OnMouseDown()
{
// store our color struct and change the alpha channel
Color clr = mr.material.color;
clr.a = alphaChange;
// instance our material to alter the rendermode
Material mat = mr.material;
// update our render mode to transparent and our color to the new alpha
MaterialUtils.SetupBlendMode(mat, isOpaque ? MaterialUtils.BlendMode.Transparent : MaterialUtils.BlendMode.Opaque);
mat.color = clr;
// apply our material change
mr.material = mat;
// toggle our bool
isOpaque = !isOpaque;
}
}
Your original question does not state whether or not you need to toggle the material back to opaque, but I included it. You can keep the RenderMode as Transparent and simply change the alpha back to 1.0f to make it fully opaque again. Again, here's a gif example of the above script in action:
To show that the snippet is working, I place 2 spheres behind the cubes. The snippet is probably a bit overkill for what you need, but if someone else stumbles on the question and needs a more versatile answer here it is!
Color is just a struct and basically just a container of values without further functionality. It is not linked to the Material it was taken from.
By assigning only
color.a = XY;
you do nothing yet.
You have to assign it back to the material!
void OnTriggerStay(Collider other)
{
if (!other.CompareTag("tree")) return;
var material = other.GetComponent<Renderer>().material;
var color = material.color;
color.a = 0.5f;
material.color = color;
}
You're not really setting the color with the code you wrote.
Color color = other.gameObject.GetComponent<Renderer>().material.color;
color.a = 0.5f;
With the first line you take the color from the object and with the second you set the opacity. But you don't assign it back to the object. You can assign the color back to the object and it should work:
other.gameObject.GetComponent<Renderer>().material.color = color;

Get particle gradient color

I see how to set a particle's color based on a gradient (e.g. this & this) but I can't find anything on how to get the color.
I have a particle system with the start color set to random with a gradient. I've tried...
Color myColor = myParticleSystem.main.startColor.color
... but it always returns black, regardless of the gradient colors.
I don't see anything in the docs or forums about how to actually get the color that was randomly chosen.
Using Unity 2017.3. Thanks.
At the moment, we can't read the MinMaxCurve from scripts, as per here: https://blogs.unity3d.com/2016/04/20/particle-system-modules-faq/ (scroll down to the Easing the Pain section).
However, your code returns not a MinMaxCurve, but the Start Color of type Color that you can set via inspector or via script.
For example, if you create a Particle System game object in a scene, and you attach to it this simple script:
using UnityEngine;
public class ParticlesTest : MonoBehaviour {
ParticleSystem myParticleSystem;
public Color myColor;
private void Awake() {
myParticleSystem = GetComponent<ParticleSystem>();
}
private void Update() {
myColor = myParticleSystem.main.startColor.color;
}
}
you can see that myColor changes when you change the Start Color value of the Particle System in Play mode.

Unity3d Linerenderer not visible

I am trying to draw a line between two UI GameObjects with Linerenderer. In scene mode everything work fine, but in game mode line is invisible. I tried to change Z position of objects but lines are still invisible. Can anyone help me? Thanks in advance
private LineRenderer lineRenderer;
private float counter;
private float dist;
private Vector3 aPos;
private Vector3 bPos;
public Transform origin;
public Transform destination;
public float lineDrawSpeed = 6f;
// Use this for initialization
void Start()
{
lineRenderer = GetComponent<LineRenderer>();
aPos = new Vector3(origin.position.x, origin.position.y, origin.position.z); // Using these to move the lines back
bPos = new Vector3(destination.position.x, destination.position.y, destination.position.z);
lineRenderer.SetPosition(0, aPos);
lineRenderer.SetWidth(3f, 3f);
dist = Vector3.Distance(origin.position, destination.position);
}
// Update is called once per frame
void Update()
{
if (counter < dist)
{
counter += .1f / lineDrawSpeed;
float x = Mathf.Lerp(0, dist, counter);
Vector3 pointA = aPos;
Vector3 pointB = bPos;
Vector3 pointAloneLine = x * Vector3.Normalize(pointB - pointA) + pointA;
lineRenderer.SetPosition(1, pointAloneLine);
}
}
Unless I'm overlooking some logic error in the code you've posted, I think the problem might be with the material.
Generic debugging help for line renderers:
Try setting the color/material of the line renderer:
lineRenderer.sortingOrder = 1;
lineRenderer.material = new Material (Shader.Find ("Sprites/Default"));
lineRenderer.material.color = Color.red;
If that doesn't work, perhaps you need to specify the number of vertexes manually?
mineLaser.SetVertexCount (2);
Finally, if these both don't work, it might just be a logic error; try setting the transforms for the lineRenderer's position to be some predefined value and see if it shows up.
For this specific question:
Ah, so its on a canvas. Assuming you mean the UI canvas, I believe linerenderer is the wrong tool to use in this situation. Check out this question.
One of the answers there suggests to:
just use a panel filled with any color you want and use Height and Width to set the length and the Width of your line
This is impossible in "Screen Space - Overlay" Canvas mode. In that mode UI overlay draws on top of everything in Scene (including LineRenderer, that actually non UI element).
Try to use "Screen Space - Camera" option for your Canvas and "Use World Space" option for you Line Renderer.
I think you must have forgotten to set sorting layer for the line renderer. As this could only be the possible reason if the line is visible in the scene view and not in the game view.

Cannot modify a value type return value of `UnityEngine.Material.color' for changing alpha of gameobject

I'm having trouble with this, although this is just for improvement for my code I can make the gameobject change it's alpha I just want it simpler.
here is my code:
SpriteRenderer go;
Color colora;
float x = 0f;
void Start () {
go = GetComponent<SpriteRenderer> ();
}
// Update is called once per frame
void Update () {
colora = new Color(255f,255f,255f,.5f);
go.material.color.a = colora.a;
}
this is the error one. just to make this code simpler.
Color is a struct and it is valueType.
go.material.color // it will return a copy of Color
You have to make another instance of Color then assign back to go.material.color
go.material.color = new Color(255f,255f,255f,.5f);