void ApplyColorToTargets()
{
//calculate:
for (int i = 0; i < colors.GetLength(0); i++) {
colors[i,2].r = ease(colors[i,0].r,colors[i,1].r,percentage);
colors[i,2].g = ease(colors[i,0].g,colors[i,1].g,percentage);
colors[i,2].b = ease(colors[i,0].b,colors[i,1].b,percentage);
colors[i,2].a = ease(colors[i,0].a,colors[i,1].a,percentage);
}
/*
colors[2].r = ease(colors[0].r,colors[1].r,percentage);
colors[2].g = ease(colors[0].g,colors[1].g,percentage);
colors[2].b = ease(colors[0].b,colors[1].b,percentage);
colors[2].a = ease(colors[0].a,colors[1].a,percentage);
*/
//apply:
if(GetComponent(typeof(GUITexture))){
//guiTexture.color=colors[2];
guiTexture.color=colors[0,2];
}else if(GetComponent(typeof(GUIText))){
//guiText.material.color=colors[2];
guiText.material.color=colors[0,2];
}else if(renderer){
//renderer.material.color=colors[2];
for (int i = 0; i < colors.GetLength(0); i++) {
renderer.materials[i].SetColor(namedcolorvalue.ToString(),colors[i,2]);
}
}else if(light){
//light.color=colors[2];
light.color=colors[0,2];
}
//dial in:
if(percentage==1){
if(GetComponent(typeof(GUITexture))){
//guiTexture.color=colors[1];
guiTexture.color=colors[0,1];
}else if(GetComponent(typeof(GUIText))){
//guiText.material.color=colors[1];
guiText.material.color=colors[0,1];
}else if(renderer){
//renderer.material.color=colors[1];
for (int i = 0; i < colors.GetLength(0); i++) {
renderer.materials[i].SetColor(namedcolorvalue.ToString(),colors[i,1]);
}
}else if(light){
//light.color=colors[1];
light.color=colors[0,1];
}
}
}