How to change nameplate color using boolean

Hello, I am trying to return the color of the nameplate to red using the bool that is there. Under where is shows !IsFriend would be where it needs to be implemented. I am just unclear on how to approach this, I have included the script and if I need anything else feel free to yell at me for not supplying it… THANKS A BUNCH IN ADVANCED!

using UnityEngine;
#if !UNITY_WEBGL && PVOICE
using Photon.Voice.Unity;
using Photon.Voice.PUN;
#endif
using UnityEngine.Serialization;
using MFPS.Internal.BaseClass;

/// <summary>
/// Default MFPS Name Plate (Name above head) script
/// If you want to make a different approach like use UGUI instead of OnGUI
/// Create a custom script and inherited it from bl_NamePlateBase.cs
/// </summary>
public class bl_NamePlateDrawer : bl_NamePlateBase
{
    #region Public members
    [Header("Settings")]
    public float distanceModifier = 1;
    public float hideDistance = 25;

    [Header("References")]
    public bl_NamePlateStyle StylePresent;
    [FormerlySerializedAs("m_Target")]
    public Transform positionReference;
    #endregion

    #region Private members
    private float distance;
    private Transform myTransform;
#if !UNITY_WEBGL && PVOICE
    private PhotonVoiceView voiceView;
    private float RightPand = 0;
    private float NameSize = 0;
#endif
    private bl_PlayerHealthManagerBase healthManager;
    private bool ShowHealthBar = false;
    private bool isFinish = false;
    float screenHeight = 0;
    Vector3 screenPoint;
    #endregion

    /// <summary>
    /// 
    /// </summary>
    protected override void Awake()
    {
        base.Awake();
#if !UNITY_WEBGL && PVOICE
         voiceView = GetComponent<PhotonVoiceView>();
#endif
        healthManager = GetComponent<bl_PlayerHealthManagerBase>();
        ShowHealthBar = bl_GameData.Instance.ShowTeamMateHealthBar;
        isFinish = bl_MatchTimeManagerBase.Instance.IsTimeUp();
        this.myTransform = this.transform;

        if(bl_GameManager.Instance.CameraRendered != null)
        distance = bl_UtilityHelper.Distance(myTransform.position, bl_GameManager.Instance.CameraRendered.transform.position);
    }

    /// <summary>
    /// 
    /// </summary>
    protected override void OnEnable()
    {
        base.OnEnable();
        bl_EventHandler.onRoundEnd += OnGameFinish;
    }

    /// <summary>
    /// 
    /// </summary>
    protected override void OnDisable()
    {
        base.OnDisable();
        bl_EventHandler.onRoundEnd -= OnGameFinish;
    }

    /// <summary>
    /// 
    /// </summary>
    /// <param name="DrawName"></param>
    public override void SetName(string DrawName)
    {
        PlayerName = DrawName;
#if !UNITY_WEBGL && PVOICE
        NameSize = StylePresent.style.CalcSize(new GUIContent(PlayerName)).x;
        RightPand = (NameSize / 2) + 2;
#endif
    }

    /// <summary>
    /// 
    /// </summary>
    /// <param name="active"></param>
    public override void SetActive(bool active)
    {
        this.enabled = active;
    }

    /// <summary>
    /// 
    /// </summary>
    /// <param name="active"></param>
    public override void SetFriend(bool active)
    {
        if (IsFriend == active)
        {
            return;
        }    
        //
        IsFriend = active;
    }

    /// <summary>
    /// 
    /// </summary>
    /// <param name="active"></param>
    public override void SetHighlight(bool active)
    {
        if (!IsFriend)
        {
            SetActive(active);
        }
    }

    /// <summary>
    /// 
    /// </summary>
    void OnGameFinish()
    {
        isFinish = true;
    }

    /// <summary>
    /// 
    /// </summary>
    void OnGUI()
    {
        if (BlockDraw || bl_GameManager.Instance.CameraRendered == null || isFinish || bl_PauseMenuBase.IsMenuOpen)
            return;
        if (StylePresent == null) return;

        screenPoint = bl_GameManager.Instance.CameraRendered.WorldToScreenPoint(positionReference.position);
        if (screenPoint.z > 0)
        {
            int vertical = ShowHealthBar ? 15 : 10;
            screenHeight = Screen.height;
            if (this.distance < hideDistance)
            {
                float distanceDifference = Mathf.Clamp(distance - 0.1f, 1, 12);
                screenPoint.y += distanceDifference * distanceModifier;              

                GUI.Label(new Rect(screenPoint.x - 5, (screenHeight - screenPoint.y) - vertical, 10, 11), PlayerName, StylePresent.style);
                if (ShowHealthBar)
                {
                    GUI.color = StylePresent.HealthBackColor;
                    GUI.DrawTexture(new Rect(screenPoint.x - (50), (screenHeight - screenPoint.y), 100, StylePresent.HealthBarThickness), StylePresent.HealthBarTexture);
                    GUI.color = StylePresent.HealthBarColor;
                    GUI.DrawTexture(new Rect(screenPoint.x - (50), (screenHeight - screenPoint.y), healthManager.GetHealth(), StylePresent.HealthBarThickness), StylePresent.HealthBarTexture);
                    GUI.color = Color.white;
                }

#if !UNITY_WEBGL && PVOICE
                //voice chat icon
                if (voiceView != null && voiceView.IsSpeaking)
                {
                    GUI.DrawTexture(new Rect(screenPoint.x + RightPand, (screenHeight - screenPoint.y) - vertical, 14, 14), StylePresent.TalkingIcon);
                }
#endif
            }
            else
            {
                float iconSize = StylePresent.IndicatorIconSize;
                GUI.DrawTexture(new Rect(screenPoint.x - (iconSize * 0.5f), (screenHeight - screenPoint.y) - (iconSize * 0.5f), iconSize, iconSize), StylePresent.IndicatorIcon);
            }
        }
    }

    /// <summary>
    /// 
    /// </summary>
    public override void OnSlowUpdate()
    {
        if (bl_GameManager.Instance.CameraRendered == null)
            return;

        distance = bl_UtilityHelper.Distance(myTransform.position, bl_GameManager.Instance.CameraRendered.transform.position);
    }
}

First of all, format your code to make it somewhat possible to read

using UnityEngine;
#if !UNITY_WEBGL && PVOICE
using Photon.Voice.Unity;
using Photon.Voice.PUN;
#endif
using UnityEngine.Serialization;
using MFPS.Internal.BaseClass;

public class bl_NamePlateDrawer : bl_NamePlateBase
{
#region Public members

    [Header("Settings")]
    public float distanceModifier = 1;
    public float hideDistance = 25;

    [Header("References")]
    public bl_NamePlateStyle StylePresent;
    [FormerlySerializedAs("m_Target")]
    public Transform positionReference;
    
#endregion

#region Private members

    private float distance;
    private Transform myTransform;

    #if !UNITY_WEBGL && PVOICE
    private PhotonVoiceView voiceView;
    private float RightPand = 0;
    private float NameSize = 0;
    #endif


    private bl_PlayerHealthManagerBase healthManager;
    private bool ShowHealthBar = false;
    private bool isFinish = false;
    float screenHeight = 0;
    Vector3 screenPoint;

#endregion

    protected override void Awake()
    {
        base.Awake();

        #if !UNITY_WEBGL && PVOICE
        voiceView = GetComponent();
        #endif
        healthManager = GetComponent<bl_PlayerHealthManagerBase>();
        ShowHealthBar = bl_GameData.Instance.ShowTeamMateHealthBar;
        isFinish = bl_MatchTimeManagerBase.Instance.IsTimeUp();
        this.myTransform = this.transform;

        if(bl_GameManager.Instance.CameraRendered != null)
            distance = bl_UtilityHelper.Distance(myTransform.position, bl_GameManager.Instance.CameraRendered.transform.position);
    }

    protected override void OnEnable()
    {
        base.OnEnable();
        bl_EventHandler.onRoundEnd += OnGameFinish;
    }
    protected override void OnDisable()
    {
        base.OnDisable();
        bl_EventHandler.onRoundEnd -= OnGameFinish;
    }

    /// <param name="DrawName"></param>
    public override void SetName(string DrawName)
    {
        PlayerName = DrawName;
        #if !UNITY_WEBGL && PVOICE
        NameSize = StylePresent.style.CalcSize(new GUIContent(PlayerName)).x;
        RightPand = (NameSize / 2) + 2;
        #endif
    }

    /// <param name="active"></param>
    public override void SetActive(bool active)
    {
        this.enabled = active;
    }

    /// <param name="active"></param>
    public override void SetFriend(bool active)
    {
        if (IsFriend == active)
        {
            return;
        }    
        //
        IsFriend = active;
    }

    /// <param name="active"></param>
    public override void SetHighlight(bool active)
    {
        if (!IsFriend)
        {
            SetActive(active);
        }
    }

    void OnGameFinish()
    {
        isFinish = true;
    }

    void OnGUI()
    {
        if (BlockDraw || bl_GameManager.Instance.CameraRendered == null || isFinish || bl_PauseMenuBase.IsMenuOpen)
            return;
        if (StylePresent == null) return;

        screenPoint = bl_GameManager.Instance.CameraRendered.WorldToScreenPoint(positionReference.position);
        if (screenPoint.z > 0)
        {
            int vertical = ShowHealthBar ? 15 : 10;
            screenHeight = Screen.height;
            if (this.distance < hideDistance)
            {
                float distanceDifference = Mathf.Clamp(distance - 0.1f, 1, 12);
                screenPoint.y += distanceDifference * distanceModifier;              

                GUI.Label(new Rect(screenPoint.x - 5, (screenHeight - screenPoint.y) - vertical, 10, 11), PlayerName, StylePresent.style);
                if (ShowHealthBar)
                {
                    GUI.color = StylePresent.HealthBackColor;
                    GUI.DrawTexture(new Rect(screenPoint.x - (50), (screenHeight - screenPoint.y), 100, StylePresent.HealthBarThickness), StylePresent.HealthBarTexture);
                    GUI.color = StylePresent.HealthBarColor;
                    GUI.DrawTexture(new Rect(screenPoint.x - (50), (screenHeight - screenPoint.y), healthManager.GetHealth(), StylePresent.HealthBarThickness), StylePresent.HealthBarTexture);
                    GUI.color = Color.white;
                }

                #if !UNITY_WEBGL && PVOICE
                //voice chat icon
                if (voiceView != null && voiceView.IsSpeaking)
                {
                    GUI.DrawTexture(new Rect(screenPoint.x + RightPand, (screenHeight - screenPoint.y) - vertical, 14, 14), StylePresent.TalkingIcon);
                }
                #endif
            }
            else
            {
                float iconSize = StylePresent.IndicatorIconSize;
                GUI.DrawTexture(new Rect(screenPoint.x - (iconSize * 0.5f), (screenHeight - screenPoint.y) - (iconSize * 0.5f), iconSize, iconSize), StylePresent.IndicatorIcon);
            }
        }
    }

    public override void OnSlowUpdate()
    {
        if (bl_GameManager.Instance.CameraRendered == null)
            return;

        distance = bl_UtilityHelper.Distance(myTransform.position, bl_GameManager.Instance.CameraRendered.transform.position);
    }
}

Second, if you want anyone to help you, explain your problem. I don’t want to decode your question before decoding your code

Hi @SuperMage2022 I fixed your post for the code snippet you shared.

There is a convenient button labeled </> Preformatted text in the composer toolbar, which can also be triggered via keyboard shortcut: + E

I strongly recommend using the code fences for all code snippets you share, as they improve the code readability greatly. Discourse will try to recognize the code language, and apply proper syntax highlighting for it if the code language is not defined.

See all available keyboard shortcuts: Shift+?

EDIT: Here is a related how-to article from Discourse: