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Gley Traffic System vehicle material randomizer, add this to your Vehicles to randomize materials when they are activated
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/* | |
* Licensed under the MIT license | |
* | |
* MIT License | |
* Copyright (c) 2025 Mike Wuetherick | |
* | |
* Permission is hereby granted, free of charge, to any person obtaining a copy | |
* of this software and associated documentation files (the "Software"), to deal | |
* in the Software without restriction, including without limitation the rights | |
* to use, copy, modify, merge, publish, distribute, sublicense, and/or sell | |
* copies of the Software, and to permit persons to whom the Software is | |
* furnished to do so, subject to the following conditions: | |
* | |
* The above copyright notice and this permission notice shall be included in all | |
* copies or substantial portions of the Software. | |
* | |
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR | |
* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, | |
* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE | |
* AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER | |
* LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, | |
* OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE | |
* SOFTWARE. | |
*/ | |
using System.Collections.Generic; | |
using Gley.TrafficSystem; | |
using UnityEngine; | |
namespace PixelWizards.Gameplay.TrafficSystem | |
{ | |
/// <summary> | |
/// Listens to when a vehicle is activated and if it is | |
/// this vehicle then randomizes the material for | |
/// the specified mesh renderer. | |
/// Add this to the same game object as the VehicleComponent | |
/// </summary> | |
public class VehicleColorRandomizer : MonoBehaviour | |
{ | |
[Header("Which mesh are we applying the random material to?")] | |
[SerializeField] private MeshRenderer colorMeshRenderer; | |
[Header("List of materials to randomize")] | |
[SerializeField] | |
private List<Material> materials = new(); | |
private VehicleComponent thisVehicle; | |
private void Awake() | |
{ | |
Events.OnVehicleActivated += VehicleActivatedHandler; | |
thisVehicle = gameObject.GetComponent<VehicleComponent>(); | |
} | |
private void VehicleActivatedHandler(int vehicleIndex, int waypointIndex) | |
{ | |
var vehicle = API.GetVehicleComponent(vehicleIndex); | |
if (thisVehicle != vehicle) | |
{ | |
return; | |
} | |
RandomizeMaterial(); | |
} | |
[ContextMenu("Randomize Material")] | |
private void RandomizeMaterial() | |
{ | |
// randomize materials | |
var randomMat = materials[Random.Range(0, materials.Count)]; | |
if (colorMeshRenderer) | |
{ | |
colorMeshRenderer.sharedMaterial = randomMat; | |
} | |
} | |
} | |
} |
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Updated, this is under MIT license