private void setViewState(int modelHealth)
{
if(shrimp==null) return;
// Debug.Log ("//////// --- shrimp found -------");
Renderer meshRenderer = shrimp.GetComponent<Renderer>();
//meshRenderer.material.SetFloat ("Alpha", 0.0F);
// Health states are:
// {DEAD, SICK, HEALTHY, AAAVITALITY};
// 0 1 2 3
// here SICK = 0 , HEALTHY = 1, dead ?
int modelHealthMapped = modelHealth-1;
float alpha = meshRenderer.materials[modelHealthMapped].GetFloat ("_Alpha");
// Debug.Log ("//////// --- alpha of the shrimp renderer -------"+
// alpha+ "modelHealthMapped" + modelHealthMapped);
meshRenderer.materials[modelHealthMapped].SetFloat ("_Alpha", 0.9F);
alpha = meshRenderer.materials[modelHealthMapped].GetFloat ("_Alpha");
// Debug.Log ("//////// --- alpha of the shrimp renderer -------"+alpha);
// put the rest of the possible health views to zero;-)
// we know, that this can only be one meteri
for (int i = 0; i < meshRenderer.materials.Length; i++)
{
if(modelHealthMapped!=i)
meshRenderer.materials[i].SetFloat ("_Alpha", 0.0F);
}
//float alpha2 = meshRenderer.materials[1].GetFloat ("_Alpha");
//Debug.Log ("//////// --- alpha of the shrimp renderer -------"+alpha2);
//alpha2 = meshRenderer.materials[1].GetFloat ("_Alpha");
//Debug.Log ("//////// --- alpha of the shrimp renderer -------"+alpha2);
// ;.GetFloat ("Alpha");
//.color.a = 0;
//color.shader = Shader.Find("Takomat/Timeline");
//shrimp.renderer.material.color.a
}
}