For this lesson, we will be creating the pickup or the color block prefab. This pickup prefab is used for scoring points. We will add some code to this prefab that will change the color of this object on start. the color will be serialized so that we can set the color in the inspector.
PickupStackColor.cs
using System; using System.Collections; using System.Collections.Generic; using UnityEngine; public class PickupStackColor : MonoBehaviour { public int value; [SerializeField] Color pickUpColor; // Start is called before the first frame update void Start() { Renderer rend = transform.GetChild(0).GetComponent<Renderer>(); rend.material.SetColor("_Color", pickUpColor); } }
using Photon.Chat; using Photon.Pun; using System.Collections; using System.Collections.Generic; using UnityEngine; using UnityEngine.UI; public class PhotonChatManager : MonoBehaviour, IChatClientListener { #region Setup [SerializeField] GameObject joinChatButton; ChatClient chatClient; bool isConnected; [SerializeField] string username; public void UsernameOnValueChange(string valueIn) { username = valueIn; } public void ChatConnectOnClick() { isConnected = true; chatClient = new ChatClient(this); //chatClient.ChatRegion = "US"; chatClient.Connect(PhotonNetwork.PhotonServerSettings.AppSettings.AppIdChat, PhotonNetwork.AppVersion, new AuthenticationValues(username)); Debug.Log("Connenting"); } #endregion Setup #region General [SerializeField] GameObject chatPanel; string privateReceiver = ""; string currentChat; [SerializeField] InputField chatField; [SerializeField] Text chatDisplay; // Start is called before the first frame update void Start() { } // Update is called once per frame void Update() { if (isConnected) { chatClient.Service(); } if (chatField.text != "" && Input.GetKey(KeyCode.Return)) { SubmitPublicChatOnClick(); SubmitPrivateChatOnClick(); } } #endregion General #region PublicChat public void SubmitPublicChatOnClick() { if (privateReceiver == "") { chatClient.PublishMessage("RegionChannel", currentChat); chatField.text = ""; currentChat = ""; } } public void TypeChatOnValueChange(string valueIn) { currentChat = valueIn; } #endregion PublicChat #region PrivateChat public void ReceiverOnValueChange(string valueIn) { privateReceiver = valueIn; } public void SubmitPrivateChatOnClick() { if (privateReceiver != "") { chatClient.SendPrivateMessage(privateReceiver, currentChat); chatField.text = ""; currentChat = ""; } } #endregion PrivateChat #region Callbacks public void DebugReturn(DebugLevel level, string message) { //throw new System.NotImplementedException(); } public void OnChatStateChange(ChatState state) { if(state == ChatState.Uninitialized) { isConnected = false; joinChatButton.SetActive(true); chatPanel.SetActive(false); } } public void OnConnected() { Debug.Log("Connected"); joinChatButton.SetActive(false); chatClient.Subscribe(new string[] { "RegionChannel" }); } public void OnDisconnected() { isConnected = false; joinChatButton.SetActive(true); chatPanel.SetActive(false); } public void OnGetMessages(string channelName, string[] senders, object[] messages) { string msgs = ""; for (int i = 0; i < senders.Length; i++) { msgs = string.Format("{0}: {1}", senders[i], messages[i]); chatDisplay.text += "\n" + msgs; Debug.Log(msgs); } } public void OnPrivateMessage(string sender, object message, string channelName) { string msgs = ""; msgs = string.Format("(Private) {0}: {1}", sender, message); chatDisplay.text += "\n " + msgs; Debug.Log(msgs); } public void OnStatusUpdate(string user, int status, bool gotMessage, object message) { throw new System.NotImplementedException(); } public void OnSubscribed(string[] channels, bool[] results) { chatPanel.SetActive(true); } public void OnUnsubscribed(string[] channels) { throw new System.NotImplementedException(); } public void OnUserSubscribed(string channel, string user) { throw new System.NotImplementedException(); } public void OnUserUnsubscribed(string channel, string user) { throw new System.NotImplementedException(); } #endregion Callbacks }