C# (CSharp) Color Code Examples

C# (CSharp) Color - 30 examples found. These are the top rated real world C# (CSharp) examples of Color extracted from open source projects. You can rate examples to help us improve the quality of examples
Example #1
0
 public void ShowIcon( string iName, string position, float scale )
 {
     string itemName = iName.Replace(' ', '_');
     image.sprite = ItemManager.Instance.GetItemTexture( itemName );
     Color col = new Color();
     col = Color.white;
     image.color = col;
     iconPos pos = new iconPos();
     switch( position.ToLower() )
     {
     case "middle":
     case "mid":
     case "m":
     pos = iconPos.middle;
     break;
     case "left":
     case "l":
     pos = iconPos.left;
     break;
     case "right":
     case "r":
     pos = iconPos.right;
     break;
     }
     image.GetComponent<Transform>().position = destinationTransforms[(int)pos].position;
     image.GetComponent<Transform>().localScale *= scale;
 }
Example #2
0
 public Texte(string message, Point position, Color couleur, Fonte police)
 {
     this.message = message;
     this.position = position;
     this.couleur = couleur;
     this.police = police;
 }
Example #3
0
	public AreaInfo(Rect theRect, int thePriority, string theName)
	{
		itsRect = theRect;
		itsPriority = thePriority;
		itsColor = new Color(Random.value,Random.value,Random.value);
		itsName = theName;
	}
 void Start()
 {
     currentlySelected = false;
     ctrl = Camera.main.GetComponent<cameraController>();
     startcolor = GetComponent<Renderer>().material.color;
     factories = GetComponentsInChildren<UIReq>();
 }
Example #5
0
 public Texte(string message, Point position)
 {
     this.message = message;
     this.position = position;
     this.couleur = Structure.Color.White;
     this.police = Fonte.Arial15;
 }
Example #6
0
        public static Color ToColor(this char character)
        {
            Color color = new Color();

            switch (character)
            {
                case 'y':
                    color = Color.Yellow;
                    break;
                case 'r':
                    color = Color.Red;
                    break;
                case 'g':
                    color = Color.Green;
                    break;
                case 'o':
                    color = Color.Orange;
                    break;
                case 'b':
                    color = Color.Blue;
                    break;
                case 'w':
                    color = Color.White;
                    break;
            }

            return color;
        }
        internal void DrawSpriteGlyphDF(Texture2D texture, Vector4 dest, Vector4 source, Color color, float font_scale)
        {
            if (!m_DrawString_InProgress)
                Logging.Fatal("BeginDrawString() must be called before DrawSpriteGlyph()");

            Vector4 uv = new Vector4(
                (float)source.X / texture.Width,
                (float)source.Y / texture.Height,
                (float)(source.X + source.Z) / texture.Width,
                (float)(source.Y + source.W) / texture.Height);

            float smoothing = 0.4f * Math.Pow(0.333f, font_scale * 2f) + 0.05f;
            Vector4 extra = new Vector4(0, 0, smoothing, 2);

            VertexPositionTextureHueExtra[] v = new VertexPositionTextureHueExtra[4]
            {
                new VertexPositionTextureHueExtra(new Vector3(dest.X, dest.Y, m_DrawString_Depth), new Vector2(uv.X, uv.Y), color, extra), // top left
                new VertexPositionTextureHueExtra(new Vector3(dest.X + dest.Z, dest.Y, m_DrawString_Depth), new Vector2(uv.Z, uv.Y), color, extra), // top right
                new VertexPositionTextureHueExtra(new Vector3(dest.X, dest.Y + dest.W, m_DrawString_Depth), new Vector2(uv.X, uv.W), color, extra), // bottom left
                new VertexPositionTextureHueExtra(new Vector3(dest.X + dest.Z, dest.Y + dest.W, m_DrawString_Depth), new Vector2(uv.Z, uv.W), color, extra) // bottom right
            };

            for (int i = 0; i < 4; i++)
                m_DrawString_VertexList.Add(v[i]);
        }
Example #8
0
 public CashTick(WPos pos, Color color, int value)
 {
     this.font = Game.Renderer.Fonts["TinyBold"];
     this.pos = pos;
     this.color = color;
     this.text = "{0}${1}".F(value < 0 ? "-" : "+", Math.Abs(value));
 }
        public override void OnInspectorGUI()
        {
            serObj.Update();

            EditorGUILayout.LabelField("Overlays animated noise patterns", EditorStyles.miniLabel);

            EditorGUILayout.PropertyField(dx11Grain, new GUIContent("DirectX 11 Grain"));

            if (dx11Grain.boolValue && !(target as NoiseAndGrain).Dx11Support()) {
                EditorGUILayout.HelpBox("DX11 mode not supported (need DX11 GPU and enable DX11 in PlayerSettings)", MessageType.Info);
            }

            EditorGUILayout.PropertyField(monochrome, new GUIContent("Monochrome"));

            EditorGUILayout.Separator();

            EditorGUILayout.PropertyField(intensityMultiplier, new GUIContent("Intensity Multiplier"));
            EditorGUILayout.PropertyField(generalIntensity, new GUIContent(" General"));
            EditorGUILayout.PropertyField(blackIntensity, new GUIContent(" Black Boost"));
            EditorGUILayout.PropertyField(whiteIntensity, new GUIContent(" White Boost"));
            midGrey.floatValue = EditorGUILayout.Slider( new GUIContent(" Mid Grey (for Boost)"), midGrey.floatValue, 0.0f, 1.0f);
            if (monochrome.boolValue == false) {
                Color c = new Color(intensities.vector3Value.x,intensities.vector3Value.y,intensities.vector3Value.z,1.0f);
                c = EditorGUILayout.ColorField(new GUIContent(" Color Weights"), c);
                intensities.vector3Value = new Vector3(c.r, c.g, c.b);
            }

            if (!dx11Grain.boolValue) {
                EditorGUILayout.Separator();

                EditorGUILayout.LabelField("Noise Shape");
                EditorGUILayout.PropertyField(noiseTexture, new GUIContent(" Texture"));
                EditorGUILayout.PropertyField(filterMode, new GUIContent(" Filter"));
            }
            else {
                EditorGUILayout.Separator();
                EditorGUILayout.LabelField("Noise Shape");
            }

            softness.floatValue = EditorGUILayout.Slider( new GUIContent(" Softness"),softness.floatValue, 0.0f, 0.99f);

            if (!dx11Grain.boolValue) {
                EditorGUILayout.Separator();
                EditorGUILayout.LabelField("Advanced");

                if (monochrome.boolValue == false)
                {
                    Vector3 temp = tiling.vector3Value;
                    temp.x = EditorGUILayout.FloatField(new GUIContent(" Tiling (Red)"), tiling.vector3Value.x);
                    temp.y = EditorGUILayout.FloatField(new GUIContent(" Tiling (Green)"), tiling.vector3Value.y);
                    temp.z = EditorGUILayout.FloatField(new GUIContent(" Tiling (Blue)"), tiling.vector3Value.z);
                    tiling.vector3Value = temp;
                }
                else {
                    EditorGUILayout.PropertyField(monochromeTiling, new GUIContent(" Tiling"));
                }
            }

            serObj.ApplyModifiedProperties();
        }
Example #10
0
 public void SetPixel(int x, int y, Color colour)
 {
     PixelData* p = PixelAt(x, y);
     p->Red = colour.R;
     p->Green = colour.G;
     p->Blue = colour.B;
 }
Example #11
0
		// From http://edu.cnzz.cn/show_3281.html
		public static GraphicsPath CalculateGraphicsPathFromBitmap(Bitmap bitmap, Color colorTransparent) 
		{ 
			GraphicsPath graphicsPath = new GraphicsPath(); 
			if (colorTransparent == Color.Empty)
				colorTransparent = bitmap.GetPixel(0, 0); 

			for(int row = 0; row < bitmap.Height; row ++) 
			{ 
				int colOpaquePixel = 0;
				for(int col = 0; col < bitmap.Width; col ++) 
				{ 
					if(bitmap.GetPixel(col, row) != colorTransparent) 
					{ 
						colOpaquePixel = col; 
						int colNext = col; 
						for(colNext = colOpaquePixel; colNext < bitmap.Width; colNext ++) 
							if(bitmap.GetPixel(colNext, row) == colorTransparent) 
								break;
 
						graphicsPath.AddRectangle(new Rectangle(colOpaquePixel, row, colNext - colOpaquePixel, 1)); 
						col = colNext; 
					} 
				} 
			} 
			return graphicsPath; 
		} 
Example #12
0
        protected override Node Evaluate(Env env)
        {
            Guard.ExpectMinArguments(2, Arguments.Count, this, Index);
            Guard.ExpectMaxArguments(3, Arguments.Count, this, Index);
            Guard.ExpectAllNodes<Color>(Arguments.Take(2), this, Index);

            double weight = 50;
            if (Arguments.Count == 3)
            {
                Guard.ExpectNode<Number>(Arguments[2], this, Index);

                weight = ((Number) Arguments[2]).Value;
            }

            var colors = Arguments.Take(2).Cast<Color>().ToArray();

            // Note: this algorithm taken from http://github.com/nex3/haml/blob/0e249c844f66bd0872ed68d99de22b774794e967/lib/sass/script/functions.rb

            var p = weight/100.0;
            var w = p*2 - 1;
            var a = colors[0].Alpha - colors[1].Alpha;

            var w1 = (((w*a == -1) ? w : (w + a)/(1 + w*a)) + 1)/2.0;
            var w2 = 1 - w1;

            var rgb = colors[0].RGB.Select((x, i) => x*w1 + colors[1].RGB[i]*w2).ToArray();

            var alpha = colors[0].Alpha*p + colors[1].Alpha*(1 - p);

            var color = new Color(rgb[0], rgb[1], rgb[2], alpha);
            return color;
        }
Example #13
0
        public Model3DGroup Create(Color modelColor,string pictureName, Point3D startPos, double maxHigh)
        {
            try
            {
                Uri inpuri = new Uri(@pictureName, UriKind.Relative);
                BitmapImage bi = new BitmapImage();
                bi.BeginInit();
                bi.UriSource = inpuri;
                bi.EndInit();
                ImageBrush imagebrush = new ImageBrush(bi);
                imagebrush.Opacity = 100;
                imagebrush.Freeze();

                Point[] ptexture0 = { new Point(0, 0), new Point(0, 1), new Point(1, 0) };
                Point[] ptexture1 = { new Point(1, 0), new Point(0, 1), new Point(1, 1) };

                SolidColorBrush modelbrush = new SolidColorBrush(modelColor);
                Model3DGroup cube = new Model3DGroup();
                Point3D uppercircle = startPos;
                modelbrush.Freeze();
                uppercircle.Y = startPos.Y + maxHigh;
                cube.Children.Add(CreateEllipse2D(modelbrush, uppercircle, _EllipseHigh, new Vector3D(0, 1, 0)));
                cube.Children.Add(CreateEllipse2D(modelbrush, startPos, _EllipseHigh, new Vector3D(0, -1, 0)));
                cube.Children.Add(CreateEllipse3D(imagebrush, startPos, _EllipseHigh, maxHigh, ptexture0));
                return cube;
            }
            catch (Exception ex)
            {
                throw ex;
            }
        }
Example #14
0
    /**
    * Pull all of our pixels off the texture (Unity stuff isn't thread safe, and this is faster)
    */
    public BitmapData(Color[] _pixels, int _width, int _height)
    {
        height = _height;
        width = _width;

        pixels = _pixels;
    }
	public CustomLine(int startLineNr, int endLineNr, Color customColor, bool readOnly)
	{
		this.StartLineNr = startLineNr;
		this.EndLineNr = endLineNr;
		this.Color  = customColor;
		this.ReadOnly = readOnly;
	}
		ContentPage CreatePage (Color backgroundColor)
		{
			_index++;
			var button = new Button () {
				Text = "next Page",
			};
			button.Clicked += (sender, e) => {
				var page = CreatePage (Color.Green);
				_navigationPage.PushAsync (page);
			};

			var contentPage = new ContentPage () {
				Content = new StackLayout () {
					BackgroundColor = backgroundColor,
					VerticalOptions = LayoutOptions.Fill,
					Children = {
						new Label () {
							Text = "page " + _index,
						},

					}
				}
			};
			return contentPage;
		}
	/// <remarks>
	/// Returns the Color if the line <code>lineNr</code> has custom bg color
	/// otherwise returns <code>defaultColor</code>
	/// </remarks>
	public Color GetCustomColor(int lineNr, Color defaultColor)
	{
		foreach(CustomLine line in lines)
			if (line.StartLineNr <= lineNr && line.EndLineNr >= lineNr)
				return line.Color;
		return defaultColor;
	}
Example #18
0
        /// <summary>
        /// Generates a Windows 8 like skin based on a start color.
        /// </summary>
        /// <param name="baseColor">The base color</param>
        /// <param name="fontName">Font name</param>
        /// <param name="animated">set to true to generate "Hover" and "Clicked" skins</param>
        /// <returns>The skin</returns>
        public static YnSkin Generate(Color baseColor, string fontName, bool animated)
        {
            Color tempColor;
            YnSkin skin = new YnSkin();

            // Default state
            skin.FontNameDefault = fontName;
            skin.FontDefault = YnG.Game.Content.Load<SpriteFont>(fontName);
            skin.TextColorDefault = Color.White;
            skin.BackgroundDefault = YnGraphics.CreateTexture(baseColor, 1, 1);
            skin.BorderDefault = null; // Borders are left blank

            // If the skin is "animated", generate data for "Hover" and "Clicked" states
            if (animated)
            {
                // Hover state : change only background color
                tempColor = Add(baseColor, 50, 50, 50);
                skin.BackgroundHover = YnGraphics.CreateTexture(tempColor, 1, 1);

                // Clicked state : invert background & text color
                skin.TextColorClicked = baseColor;
                skin.BackgroundClicked = YnGraphics.CreateTexture(Color.White, 1, 1);
            }

            return skin;
        }
        internal void DrawSpriteGlyph(Texture2D texture, Vector4 dest, Vector4 source, Color color)
        {
            if (!m_DrawString_InProgress)
                Logging.Fatal("BeginDrawString() must be called before DrawSpriteGlyph()");

            Vector4 uv = new Vector4(
                (float)source.X / texture.Width,
                (float)source.Y / texture.Height,
                (float)(source.X + source.Z) / texture.Width,
                (float)(source.Y + source.W) / texture.Height);

            VertexPositionTextureHueExtra[] v = new VertexPositionTextureHueExtra[4]
            {
                new VertexPositionTextureHueExtra(new Vector3(dest.X, dest.Y, m_DrawString_Depth), new Vector2(uv.X, uv.Y), color, Vector4.Zero), // top left
                new VertexPositionTextureHueExtra(new Vector3(dest.X + dest.Z, dest.Y, m_DrawString_Depth), new Vector2(uv.Z, uv.Y), color, Vector4.Zero), // top right
                new VertexPositionTextureHueExtra(new Vector3(dest.X, dest.Y + dest.W, m_DrawString_Depth), new Vector2(uv.X, uv.W), color, Vector4.Zero), // bottom left
                new VertexPositionTextureHueExtra(new Vector3(dest.X + dest.Z, dest.Y + dest.W, m_DrawString_Depth), new Vector2(uv.Z, uv.W), color, Vector4.Zero) // bottom right
            };

            /*if (shadow != null)
            {
                Color shadow2 = new Color(
                    shadow.Value.R, shadow.Value.G,
                    shadow.Value.B, 128);
                for (int i = 0; i < 4; i++)
                {
                    VertexPositionTextureHueExtra v0 = v[i];
                    v0.Hue = shadow.Value;
                    v0.Position.Y += 1f;
                    m_DrawString_VertexList.Add(v0);
                }
            }*/
            for (int i = 0; i < 4; i++)
                m_DrawString_VertexList.Add(v[i]);
        }
Example #20
0
 public string GetHexCode(Color c)
 {
     return string.Format("#{0}{1}{2}",
         c.R.ToString("X2"),
         c.G.ToString("X2"),
         c.B.ToString("X2"));
 }
 public void ChangeColor(Color newColor)
 {
     nextColor = newColor;
     currentColor = transitionColor;
     changingColor = true;
     colorChangeStartTime = Time.time;
 }
 /// <summary>
 /// Draw a rectangle.
 /// </summary>
 /// <param name="rectangle">The rectangle to draw.</param>
 /// <param name="color">The draw color.</param>
 public void DrawRectangle(Rectangle rectangle, Color color)
 {
     this.Draw(this.WhiteTexture, new Rectangle(rectangle.Left, rectangle.Top, rectangle.Width, 1), color);
     this.Draw(this.WhiteTexture, new Rectangle(rectangle.Left, rectangle.Bottom, rectangle.Width, 1), color);
     this.Draw(this.WhiteTexture, new Rectangle(rectangle.Left, rectangle.Top, 1, rectangle.Height), color);
     this.Draw(this.WhiteTexture, new Rectangle(rectangle.Right, rectangle.Top, 1, rectangle.Height + 1), color);
 }
Example #23
0
		public void Initialise()
		{
			_primitives = new List<Cube>();
			var random = new Random();
			for (int i = 0; i < Constants.CubeCount; i++)
			{
				_primitives.Add(new Cube
					{
						Color = Color.Red,
						Position = new Vector3(random.Next(100) - 50, random.Next(100) - 50, -random.Next(100)),
						Radius = random.Next(100),
						Rotation = Vector3.Zero
					});
			}
            //How to create a kernel and a channel?
//			_kernel = 
//		    _channel = 

			

			_colour = Color.Beige;
			
			_kernel.Factory.NewCoroutine(ChangePosition);
			_kernel.Factory.NewCoroutine(ChangeColour);
		    
		}
Example #24
0
        public Inventory(int SCREEN_WIDTH, int SCREEN_HEIGHT, Pantheon gameReference)
        {
            locationBoxes = new List<Rectangle>();
            equippedBoxes = new List<Rectangle>();
            types = new List<int>();
            infoBox = new Rectangle();
            movingBox = new Rectangle();
            trashBox = new Rectangle();

            tempStorage = new Item();

            this.SCREEN_WIDTH = SCREEN_WIDTH;
            this.SCREEN_HEIGHT = SCREEN_HEIGHT;

            SetBoxes();

            selected = -1;
            hoveredOver = -1;

            color = new Color(34, 167, 222, 50);
            trashColor = Color.White;

            inventorySelector = gameReference.Content.Load<Texture2D>("Inventory/InvSelect");
            trashCan = gameReference.Content.Load<Texture2D>("Inventory/TrashCan");
            nullImage = new Texture2D(gameReference.GraphicsDevice, 1,1);
            nullImage.SetData(new[] { new Color(0,0,0,0) });
        }
Example #25
0
 public Texte(string message, Point position, Color couleur)
 {
     this.message = message;
     this.position = position;
     this.couleur = couleur;
     this.police = Fonte.Arial15;
 }
Example #26
0
 public static void RenderPolygone(SpriteBatch spriteBatch, Texture2D texture, Polygon polygon, int lineThickness, Color color)
 {
     for (int i = 0; i < polygon.Points.Count; ++i)
     {
         RenderLine(spriteBatch, texture, polygon.Points[i], polygon.Edges[i], 1, lineThickness, color);
     }
 }
Example #27
0
 void Start()
 {
     Color randColor = new Color(Random.value, Random.value, Random.value);
     MeshRenderer[] renderers = GetComponentsInChildren<MeshRenderer>();
     foreach(MeshRenderer r in renderers)
         r.material.color = randColor;
 }
Example #28
0
 public LandClass(string name, double fractalStart, double fractalEnd, Color baseColor)
 {
     this.name = name;
     this.altStart = fractalStart;
     this.altEnd = fractalEnd;
     this.color = baseColor;
 }
Example #29
0
 public Emitter(Vector2 position, Texture2D sprite, Color color, int size)
 {
     this.position = position;
     this.sprite = sprite;
     this.color = color;
     this.size = size;
 }
    public void Generate2DTexture()
    {
        texture2D = new Texture2D(n,n,TextureFormat.ARGB32,true);
        int size = n*n;
        Color[] cols = new Color[size];
        float u,v;
        int idx = 0;
        Color c = Color.white;
        for(int i = 0; i < n; i++) {
            u = i/(float)n;
            for(int j = 0; j < n; j++, ++idx) {
              	v = j/(float)n;
                float noise = Mathf.PerlinNoise(u,v);
                c.r = c.g = c.b = noise;
                cols[idx] = c;

            }
        }

        texture2D.SetPixels(cols);
        texture2D.Apply();
        renderer.material.SetTexture("g_tex", texture2D);

        //Color[] cs = texture3D.GetPixels();
        //for(int i = 0; i < 10; i++)
        //	Debug.Log (cs[i]);
    }