void RecalculateButtonGlimmer(GlimDescriptor d) { ColorReal min; ColorReal max; ColorReal onHeld; if ((EnableGame && !d.CometIsRunning && GameState.Null == mGameState)) { min = d.PartyColor; min.Luminance = 0.1; max = d.PartyColor; max.Luminance = 0.3; onHeld = d.PartyColor; onHeld.Luminance = 0.55; d.ButtonColour = new ButtonColour(min, max, 1024, onHeld); } else { d.ButtonColour = ButtonColour.Off; } }
public SequenceParty() { Luminance = AddLuminanceControl(x => { }); Saturation = AddSaturationControl(x => { }); // comets! mGlimRedGun = new GlimDescriptor("Red", "GlimSwarm-103", 150, Color.Red); mGlimBlueGun = new GlimDescriptor("Blue", "GlimSwarm-104", 100, Color.Blue); mGlimStars = new SequenceDeviceBasic("Stars", "GlimSwarm-102", 150); mFxBarrel = new FxComet { BaseColor = Color.FromArgb(0xff, 0, 0xff), PixelCount = 50 }; mFxCannonTwinkle = new FxStarlightTwinkle { BaseColor = Color.FromArgb(0xff, 0, 0xff), SpeedFactor = 15.0, LuminanceMinima = 0.2, LuminanceMaxima = 0.8 }; mPixelMapStars = new GlimPixelMap.Factory { mGlimStars }.Compile(); mPixelMapBarrel = new GlimPixelMap.Factory { { mGlimRedGun, 100, 50 } }.Compile(); mPixelMapPerimeter = new GlimPixelMap.Factory { { mGlimRedGun, 0, 100 }, { mGlimBlueGun, 100, -100 } }.Compile(); mFxPerimeterRainbow = new FxScale(new FxRainbow()); mFxStarlight = new FxScale(new FxStarlightTwinkle { BaseColor = Color.Yellow }) { Saturation = 0.3 }; }