private void InitializeColorChangeSystem(GameColor color) { Color32 primaryMeshColor = color.ToUnityColor(_primaryMeshAlpha); _primaryMeshMPB = new MaterialPropertyBlock(); // default color is black _primaryMeshRenderer.GetPropertyBlock(_primaryMeshMPB); // renderer's existing MaterialPropertyBlock color is also black, implying that the existing property block is the default, at least wrt color _primaryMeshMPB.SetColor(UnityConstants.StdShader_Property_AlbedoColor, primaryMeshColor); //D.Log("{0}.PrimaryMeshMPB color after initialization = {1}.", DebugName, _primaryMeshMPB.GetVector(UnityConstants.StdShader_Property_AlbedoColor)); if (_hiddenMeshMPB == null) { _hiddenMeshMPB = new MaterialPropertyBlock(); _primaryMeshRenderer.GetPropertyBlock(_hiddenMeshMPB); _hiddenMeshMPB.SetColor(UnityConstants.StdShader_Property_AlbedoColor, HiddenMeshColor); } }
protected virtual void RefreshReadout(string text, GameColor color = GameColor.White) { _readoutLabel.text = text; _readoutLabel.color = color.ToUnityColor(); }
/// <summary> /// Changes a GameColor value into a 6 digit Hex RGB string, ignoring the alpha channel. /// </summary> /// <param name="color">The GameColor.</param> /// <returns></returns> public static string ColorToHex(GameColor color) { return ColorToHex(color.ToUnityColor()); }
public void ChangeFleetIcon(IIcon icon, GameColor color) { _fleetIcon = icon; _fleetIconSprite.spriteName = icon.Filename; _fleetIconSprite.color = color.ToUnityColor(); }
protected void PopulateProgressBarValues(float value, GameColor color) { _slider.value = value; _barForeground.color = color.ToUnityColor(); }