private void BtnSearch_Click(object sender, EventArgs e) { Tbx.Clear(); LbxWord.Items.Clear(); OpenFileDialog dialog = new OpenFileDialog(); dialog.InitialDirectory = AppInfoHelper.GetArticleFolder(); dialog.Multiselect = false; //该值确定是否可以选择多个文件 dialog.Title = "请选择文件夹"; dialog.Filter = "所有文件(*.xml)|*.xml"; if (dialog.ShowDialog() == System.Windows.Forms.DialogResult.OK) { articlePath = dialog.FileName; TbxArticle.Text = dialog.SafeFileName.Replace(".xml", ""); } words = new HashSet <string>(); dict = CbxDictionary.Text; wordList = new List <string>(); transList = new List <string>(); phoneticList = new List <string>(); if (File.Exists(articlePath)) { MPB.Value = 0; MPB.Show(); OpenArticle(); t = new Thread(BackgroundProcess); t.IsBackground = true; t.Start(); } }
void SetDissolveValue(int isOn, float diss, bool activeParaicels) { if (SMR != null && SMR.Length > 0) { foreach (var s in SMR) { if (s != null && s.sharedMesh != null) { for (int i = 0; i < s.sharedMesh.subMeshCount; i++) { s.GetPropertyBlock(MPB, i); MPB.SetInt(dissolveOn, isOn); MPB.SetFloat(dissolveAmount, diss); s.SetPropertyBlock(MPB, i); } } } } if (particels != null && particels.Length > 0) { foreach (var ps in particels) { if (ps != null && ps.gameObject.activeSelf != activeParaicels) { ps.gameObject.SetActive(activeParaicels); } } } }
/// <summary> /// 开启角色的边缘光效果 /// </summary> /// <param name="state">true开启,false关闭</param> /// <param name="col">边缘光颜色</param> /// <param name="width">边缘光宽度,0最宽,角色全亮,10以上很窄</param> public void SetEdgeLit(bool state, Color col, float width) { if (SMR == null || SMR.Length < 1) { return; } foreach (var smr in SMR) { int matCount = smr.sharedMaterials.Length; for (int i = 0; i < matCount; i++) { smr.GetPropertyBlock(MPB, i); if (state) { MPB.SetInt(edgeLightId, 1); MPB.SetFloat(edgeColorWidthId, width); MPB.SetColor(edgeColorId, col); } else { MPB.SetInt(edgeLightId, 0); } smr.SetPropertyBlock(MPB, i); } } }
void Awake() { blocks = renderers.Select(renderer => { var block = new MPB(renderer); block.SetFloat("_Gain", gain, 1f); block.SetFloat("_Magnitude", magnitude, 1f); return(block); }).ToList(); }
/// <summary> /// 判断边缘光是否已经开启 /// </summary> /// <returns></returns> public bool IsEdgeLitOpen() { if (SMR == null || SMR.Length < 1) { return(false); } var smr = SMR[0]; smr.GetPropertyBlock(MPB, 0); return(MPB.GetInt(edgeLightId) > 0); }
private void ThreadFunction() { if (this.MPB.InvokeRequired) { NewDelegate newdel = new NewDelegate(ThreadFunction); this.Invoke(newdel); //Console.WriteLine("ThreadFunction"); } else { ShowListBox(); MPB.Hide(); BtnGrasp.Show(); BtnSelectAll.Show(); BtnUngrasp.Show(); //Console.WriteLine("ShowTreeView"); } }
//todo:添加到单词本 public ArticleStudy() { InitializeComponent(); MPB.Hide(); BtnGrasp.Hide(); BtnSelectAll.Hide(); BtnUngrasp.Hide(); CheckForIllegalCrossThreadCalls = false; formWidth = 800; formHeight = 426; formWidthN = this.Width; formHeightN = this.Height; graspList = StatisticsHelper.GetWordLog(StatisticsHelper.GetWordLogPath(DateTime.Now), StatisticsHelper.WordLogType.grasp); ungraspList = new List <string>(); setTag(this);//调用方法 dictList = DictHelper.GenerateDictList(); dictDict = DictHelper.ReadDictDict(); CbxDictionary.DataSource = dictList; MoveControl moveControl = new MoveControl(Tbx); }
private void SetPosClipValue(int isOn, float zPos, Color color) { if (SMR == null || SMR.Length < 1) { return; } Matrix4x4 localSpace = transform.worldToLocalMatrix; foreach (var r in SMR) { for (int i = 0; i < r.sharedMesh.subMeshCount; i++) { r.GetPropertyBlock(MPB, i); MPB.SetMatrix(localSpaceProp, localSpace); MPB.SetInt(_UsePosClipProp, isOn); MPB.SetFloat(_PosMaskZProp, zPos); MPB.SetColor(_PosMaskEdgeColorProp, color); r.SetPropertyBlock(MPB, i); } } }
private void SetProgressBar(int num) { MPB.SetProgress(num); }
public void SetAlpha(float alpha, bool trackValue = true) { if (!ShaderProperties) { return; } if (FadeMode == Modes.SeparateMaterials) { if (!OpaqueMaterial || !TransparentMaterial) { return; } //set opaque or transparent material Material m = Mathf.Approximately(alpha, 1) ? OpaqueMaterial : TransparentMaterial; if (CurrentMaterial != m) { SetMaterial(m); CurrentMaterial = m; } } for (int i = 0; i < Renderers.Length; i++) { //for each renderer: Renderer r = Renderers[i]; //just skip null/missing renderers for now - not sure how to keep the list up to date in every situation yet if (!r) { continue; } //turn renderer on or off if (Mathf.Approximately(alpha, 0f)) { if (r.enabled) { r.enabled = false; } } else if (!r.enabled) { r.enabled = true; } //initialize property block with default material values ShaderProperties.SetProperties(MPB, r.sharedMaterial, clear: true); //add per-renderer colors back in PerRendererColor prc = r.GetComponent <PerRendererColor>(); if (prc && prc.enabled) { MPB.SetColor(prc.ColorName, prc.Color); } //scale alpha based on min/max alpha float scaledAlpha = Mathf.Lerp(MinAlpha, MaxAlpha, alpha); //set alpha value of all colors ShaderProperties.SetAlpha(MPB, scaledAlpha); //apply property block r.SetPropertyBlock(MPB); } if (trackValue) { CurrentValue = alpha; } }