IntToColor() private méthode

private IntToColor ( int val ) : Color
val int
Résultat Color
Exemple #1
0
    /// <summary>
    /// Load all serialized values from editor prefs.
    /// This is necessary because static values get wiped out as soon as scripts get recompiled.
    /// </summary>

    static void Load()
    {
        mType      = (WidgetType)EditorPrefs.GetInt("NGUI Widget Type", 0);
        mScrollDir = (UIScrollBar.Direction)EditorPrefs.GetInt("NGUI Scroll Dir", 0);

        int color = EditorPrefs.GetInt("NGUI Color", -1);

        if (color != -1)
        {
            mColor = NGUIMath.IntToColor(color);
        }

        mSprite   = LoadString("NGUI Sprite");
        mSliced   = LoadString("NGUI Sliced");
        mTiled    = LoadString("NGUI Tiled");
        mFilled   = LoadString("NGUI Filled");
        mButton   = LoadString("NGUI Button");
        mImage0   = LoadString("NGUI Image 0");
        mImage1   = LoadString("NGUI Image 1");
        mImage2   = LoadString("NGUI Image 2");
        mCheckBG  = LoadString("NGUI CheckBG");
        mCheck    = LoadString("NGUI Check");
        mSliderBG = LoadString("NGUI SliderBG");
        mSliderFG = LoadString("NGUI SliderFG");
        mSliderTB = LoadString("NGUI SliderTB");
        mInputBG  = LoadString("NGUI InputBG");
        mListFG   = LoadString("NGUI ListFG");
        mListBG   = LoadString("NGUI ListBG");
        mListHL   = LoadString("NGUI ListHL");
        mScrollBG = LoadString("NGUI ScrollBG");
        mScrollFG = LoadString("NGUI ScrollFG");
        mScrollCL = EditorPrefs.GetBool("NGUI ScrollCL", true);
    }
    /// <summary>
    /// Load all serialized values from Player Prefs.
    /// This is necessary because static values get wiped out as soon as scripts get recompiled.
    /// </summary>

    static void Load()
    {
        mType = (WidgetType)PlayerPrefs.GetInt("NGUI Widget Type", 0);

        int color = PlayerPrefs.GetInt("NGUI Color", -1);

        if (color != -1)
        {
            mColor = NGUIMath.IntToColor(color);
        }

        mSprite   = LoadString("NGUI Sprite");
        mSliced   = LoadString("NGUI Sliced");
        mTiled    = LoadString("NGUI Tiled");
        mFilled   = LoadString("NGUI Filled");
        mButton   = LoadString("NGUI Button");
        mImage0   = LoadString("NGUI Image 0");
        mImage1   = LoadString("NGUI Image 1");
        mImage2   = LoadString("NGUI Image 2");
        mCheckBG  = LoadString("NGUI CheckBG");
        mCheck    = LoadString("NGUI Check");
        mSliderBG = LoadString("NGUI SliderBG");
        mSliderFG = LoadString("NGUI SliderFG");
        mSliderTB = LoadString("NGUI SliderTB");
        mInputBG  = LoadString("NGUI InputBG");
        mListFG   = LoadString("NGUI ListFG");
        mListBG   = LoadString("NGUI ListBG");
        mListHL   = LoadString("NGUI ListHL");
    }
Exemple #3
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 static public int IntToColor_s(IntPtr l)
 {
     try {
                     #if DEBUG
         var    method     = System.Reflection.MethodBase.GetCurrentMethod();
         string methodName = GetMethodName(method);
                     #if UNITY_5_5_OR_NEWER
         UnityEngine.Profiling.Profiler.BeginSample(methodName);
                     #else
         Profiler.BeginSample(methodName);
                     #endif
                     #endif
         System.Int32 a1;
         checkType(l, 1, out a1);
         var ret = NGUIMath.IntToColor(a1);
         pushValue(l, true);
         pushValue(l, ret);
         return(2);
     }
     catch (Exception e) {
         return(error(l, e));
     }
             #if DEBUG
     finally {
                     #if UNITY_5_5_OR_NEWER
         UnityEngine.Profiling.Profiler.EndSample();
                     #else
         Profiler.EndSample();
                     #endif
     }
             #endif
 }
Exemple #4
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    private IEnumerator DoLoadHelm(EquipItemTable.EquipItemData data)
    {
        EquipModelTable.Data model_data = data.GetModelData(sexID);
        LoadObject           lo_head    = loadingQueue.LoadAndInstantiate(RESOURCE_CATEGORY.PLAYER_HEAD, ResourceName.GetPlayerHead(data.GetModelID(sexID)));
        LoadObject           lo_face    = null;

        if (model_data.needFace)
        {
            lo_face = loadingQueue.LoadAndInstantiate(RESOURCE_CATEGORY.PLAYER_FACE, ResourceName.GetPlayerFace(faceModelID));
        }
        yield return((object)loadingQueue.Wait());

        Transform head = lo_head.Realizes(_transform, _transform.get_gameObject().get_layer());

        head.set_localPosition(Vector3.get_zero());
        head.set_localRotation(Quaternion.get_identity());
        PlayerLoader.SetEquipColor(head, NGUIMath.IntToColor(data.modelColor0));
        nodeMain = head;
        yield return((object)this.StartCoroutine(InitRoopEffect(loadingQueue, head, SHADER_TYPE.NORMAL)));

        if (lo_face != null)
        {
            Transform face = lo_face.Realizes(head, _transform.get_gameObject().get_layer());
            _SetMannequinMaterial(face);
        }
        displayInfo = MonoBehaviourSingleton <GlobalSettingsManager> .I.uiModelRendering.helmDisplayInfo;
        OnLoadFinished();
    }
Exemple #5
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    private IEnumerator DoLoadWeapon(EquipItemTable.EquipItemData data)
    {
        int    modelID = data.GetModelID(sexID);
        string name    = ResourceName.GetPlayerWeapon(modelID);
        byte   highTex = 0;

        if (MonoBehaviourSingleton <GlobalSettingsManager> .IsValid())
        {
            EquipModelHQTable hqTable = MonoBehaviourSingleton <GlobalSettingsManager> .I.equipModelHQTable;
            highTex = hqTable.GetWeaponFlag(modelID);
        }
        LoadObject lo = loadingQueue.LoadAndInstantiate(RESOURCE_CATEGORY.PLAYER_WEAPON, name);
        LoadObject lo_high_reso_tex = PlayerLoader.LoadHighResoTexs(loadingQueue, name, highTex);

        yield return((object)loadingQueue.Wait());

        Transform weapon = lo.Realizes(_transform, _transform.get_gameObject().get_layer());

        weapon.set_localPosition(Vector3.get_zero());
        weapon.set_localRotation(Quaternion.get_identity());
        Renderer[] renderers = weapon.GetComponentsInChildren <Renderer>();
        PlayerLoader.SetEquipColor3(renderers, NGUIMath.IntToColor(data.modelColor0), NGUIMath.IntToColor(data.modelColor1), NGUIMath.IntToColor(data.modelColor2));
        Material materialR = null;
        Material materialL = null;
        int      j         = 0;

        for (int i = renderers.Length; j < i; j++)
        {
            Renderer r = renderers[j];
            if (r.get_name().EndsWith("_L"))
            {
                materialL = r.get_material();
                nodeSub   = r.get_transform();
            }
            else
            {
                materialR = r.get_material();
                nodeMain  = r.get_transform();
            }
        }
        yield return((object)this.StartCoroutine(InitRoopEffect(loadingQueue, weapon, SHADER_TYPE.NORMAL)));

        PlayerLoader.ApplyWeaponHighResoTexs(lo_high_reso_tex, highTex, materialR, materialL);
        displayInfo = new GlobalSettingsManager.UIModelRenderingParam.DisplayInfo(MonoBehaviourSingleton <GlobalSettingsManager> .I.uiModelRendering.WeaponDisplayInfos[(int)data.type]);
        if (data.id == 50020201 || data.id == 50020200)
        {
            displayInfo.mainPos    = new Vector3(0f, 0f, -0.21f);
            displayInfo.mainRot.x += 180f;
            displayInfo.subRot.x  += 180f;
        }
        if (data.id == 60020200 || data.id == 60020201 || data.id == 60020202)
        {
            displayInfo.mainPos = new Vector3(0f, 0f, 0f);
            displayInfo.mainRot = new Vector3(-64.50903f, 93.68915f, -118.1268f);
        }
        OnLoadFinished();
    }
Exemple #6
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 static public int IntToColor_s(IntPtr l)
 {
     try {
         System.Int32 a1;
         checkType(l, 1, out a1);
         var ret = NGUIMath.IntToColor(a1);
         pushValue(l, ret);
         return(1);
     }
     catch (Exception e) {
         LuaDLL.luaL_error(l, e.ToString());
         return(0);
     }
 }
Exemple #7
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 static public int IntToColor_s(IntPtr l)
 {
     try {
         System.Int32 a1;
         checkType(l, 1, out a1);
         var ret = NGUIMath.IntToColor(a1);
         pushValue(l, true);
         pushValue(l, ret);
         return(2);
     }
     catch (Exception e) {
         return(error(l, e));
     }
 }
Exemple #8
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    private static int RendererSetValue(ILuaState lua)
    {
#if false
        Renderer renderer = toComponent <Renderer>((UnityEngine.Object)lua.ToUserData(1));
        if (renderer != null)
        {
            string  propertyName = lua.L_CheckString(2);
            LuaType luaT         = lua.Type(3);
            switch (luaT)
            {
            case LuaType.LUA_TSTRING: {
                string strColor = lua.L_CheckString(3);
                int    iColor   = System.Convert.ToInt32(strColor, 16);
                renderer.material.SetColor(propertyName, NGUIMath.IntToColor(iColor));
            } break;

            case LuaType.LUA_TUINT64: {
                int val = lua.L_CheckInteger(3);
                renderer.material.SetInt(propertyName, val);
            } break;

            case LuaType.LUA_TNUMBER: {
                float val = (float)lua.L_CheckNumber(3);
                renderer.material.SetFloat(propertyName, val);
            } break;

            case LuaType.LUA_TUSERDATA:
            case LuaType.LUA_TLIGHTUSERDATA: {
                System.Object o = lua.ToUserData(3);
                if (o is Texture)
                {
                    renderer.material.SetTexture(propertyName, (Texture)o);
                }
            } break;

            default: break;
            }
        }
#endif
        return(0);
    }
 protected virtual void SetupThreeButton(Desc data)
 {
     //IL_00c4: Unknown result type (might be due to invalid IL or missing references)
     //IL_00df: Unknown result type (might be due to invalid IL or missing references)
     //IL_0147: Unknown result type (might be due to invalid IL or missing references)
     //IL_0162: Unknown result type (might be due to invalid IL or missing references)
     if (string.IsNullOrEmpty(data.btnText[0]))
     {
         data.btnText[0] = StringTable.Get(STRING_CATEGORY.COMMON_DIALOG, 101u);
     }
     if (string.IsNullOrEmpty(data.btnText[1]))
     {
         data.btnText[1] = StringTable.Get(STRING_CATEGORY.COMMON_DIALOG, 102u);
     }
     if (string.IsNullOrEmpty(data.btnText[2]))
     {
         data.btnText[2] = StringTable.Get(STRING_CATEGORY.COMMON_DIALOG, 103u);
     }
     SetLabelText((Enum)UI.LBL_BTN_0, data.btnText[0]);
     SetLabelText((Enum)UI.LBL_BTN_0_R, data.btnText[0]);
     SetEventName((Enum)UI.SPR_BTN_0, "YES");
     SetButtonSprite((Enum)UI.SPR_BTN_0, BTN_SPRITE_NAME[3], true);
     base.GetComponent <UILabel>((Enum)UI.LBL_BTN_0).gradientBottom = NGUIMath.IntToColor(-2644481);
     base.GetComponent <UILabel>((Enum)UI.LBL_BTN_0).effectColor    = NGUIMath.IntToColor(957678335);
     SetLabelText((Enum)UI.LBL_BTN_1, data.btnText[1]);
     SetLabelText((Enum)UI.LBL_BTN_1_R, data.btnText[1]);
     SetEventName((Enum)UI.SPR_BTN_1, "NO");
     SetButtonSprite((Enum)UI.SPR_BTN_1, BTN_SPRITE_NAME[3], true);
     base.GetComponent <UILabel>((Enum)UI.LBL_BTN_1).gradientBottom = NGUIMath.IntToColor(-2644481);
     base.GetComponent <UILabel>((Enum)UI.LBL_BTN_1).effectColor    = NGUIMath.IntToColor(957678335);
     SetActive((Enum)UI.OBJ_SPACE, false);
     SetLabelText((Enum)UI.LBL_BTN_2, data.btnText[2]);
     SetLabelText((Enum)UI.LBL_BTN_2_R, data.btnText[2]);
     SetEventName((Enum)UI.SPR_BTN_2, "CANCEL");
     SetButtonSprite((Enum)UI.SPR_BTN_2, BTN_SPRITE_NAME[1], true);
     backKeyEvent = "CANCEL";
 }
Exemple #10
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 public static Color HexToColor(uint val)
 {
     return(NGUIMath.IntToColor((int)val));
 }
Exemple #11
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    private IEnumerator DoLoadFullBody(EquipItemTable.EquipItemData data)
    {
        EquipModelTable.Data model_data = data.GetModelData(sexID);
        bool       is_bdy          = data.type == EQUIPMENT_TYPE.ARMOR || data.type == EQUIPMENT_TYPE.VISUAL_ARMOR;
        bool       is_arm          = data.type == EQUIPMENT_TYPE.ARM || data.type == EQUIPMENT_TYPE.VISUAL_ARM;
        bool       is_leg          = data.type == EQUIPMENT_TYPE.LEG || data.type == EQUIPMENT_TYPE.VISUAL_LEG;
        int        sex_id          = sexID;
        int        face_id         = faceModelID;
        int        hair_id         = -1;
        int        body_id         = (!is_bdy) ? MonoBehaviourSingleton <GlobalSettingsManager> .I.playerVisual.mannequinBodyIDs[sex_id] : data.GetModelID(sex_id);
        int        arm_id          = (!is_arm) ? (-1) : data.GetModelID(sex_id);
        int        leg_id          = (!is_leg) ? MonoBehaviourSingleton <GlobalSettingsManager> .I.playerVisual.mannequinLegIDs[sex_id] : data.GetModelID(sex_id);
        Color      mannequin_color = MonoBehaviourSingleton <GlobalSettingsManager> .I.playerVisual.mannequinSkinColor;
        Color      skin_color      = mannequin_color;
        Color      hair_color      = mannequin_color;
        Color      equip_color     = NGUIMath.IntToColor(data.modelColor0);
        LoadObject lo_face         = (!model_data.needFace) ? null : loadingQueue.LoadAndInstantiate(RESOURCE_CATEGORY.PLAYER_FACE, ResourceName.GetPlayerFace(face_id));
        LoadObject lo_hair         = (hair_id <= -1) ? null : loadingQueue.LoadAndInstantiate(RESOURCE_CATEGORY.PLAYER_HEAD, ResourceName.GetPlayerHead(hair_id));
        LoadObject lo_body         = loadingQueue.LoadAndInstantiate(RESOURCE_CATEGORY.PLAYER_BDY, ResourceName.GetPlayerBody(body_id));
        LoadObject lo_arm          = (!model_data.needArm || arm_id <= -1) ? null : loadingQueue.LoadAndInstantiate(RESOURCE_CATEGORY.PLAYER_ARM, ResourceName.GetPlayerArm(arm_id));
        LoadObject lo_leg          = (!model_data.needLeg || leg_id <= -1) ? null : loadingQueue.LoadAndInstantiate(RESOURCE_CATEGORY.PLAYER_LEG, ResourceName.GetPlayerLeg(leg_id));

        yield return((object)loadingQueue.Wait());

        Transform body = lo_body.Realizes(_transform, _transform.get_gameObject().get_layer());

        body.set_localPosition(Vector3.get_zero());
        body.set_localRotation(Quaternion.get_identity());
        PlayerLoader.SetSkinAndEquipColor(body, skin_color, (!is_bdy) ? mannequin_color : equip_color, 0f);
        if (!is_bdy)
        {
            _SetMannequinMaterial(body);
        }
        else
        {
            yield return((object)this.StartCoroutine(InitRoopEffect(loadingQueue, body, SHADER_TYPE.NORMAL)));
        }
        nodeMain = body;
        SkinnedMeshRenderer body_skin  = body.GetComponentInChildren <SkinnedMeshRenderer>();
        Transform           head_node  = Utility.Find(body, "Head");
        Transform           L_Upperarm = Utility.Find(body, "L_Upperarm");
        Transform           R_Upperarm = Utility.Find(body, "R_Upperarm");

        if (L_Upperarm != null && R_Upperarm != null)
        {
            Vector3 angle = L_Upperarm.get_localEulerAngles();
            angle.y = -40f;
            L_Upperarm.set_localEulerAngles(angle);
            angle   = R_Upperarm.get_localEulerAngles();
            angle.y = -40f;
            R_Upperarm.set_localEulerAngles(angle);
        }
        if (lo_face != null)
        {
            Transform face = lo_face.Realizes(head_node, _transform.get_gameObject().get_layer());
            PlayerLoader.SetSkinColor(face, skin_color);
            _SetMannequinMaterial(face);
        }
        if (lo_hair != null)
        {
            Transform hair = lo_hair.Realizes(head_node, _transform.get_gameObject().get_layer());
            PlayerLoader.SetEquipColor(hair, hair_color);
            _SetMannequinMaterial(hair);
        }
        if (lo_arm != null)
        {
            Transform arm = PlayerLoader.AddSkin(lo_arm, body_skin, _transform.get_gameObject().get_layer());
            PlayerLoader.SetSkinAndEquipColor(arm, skin_color, (!is_arm) ? mannequin_color : equip_color, (!is_arm) ? 0.0001f : model_data.GetZBias());
            if (is_arm)
            {
                PlayerLoader.InvisibleBodyTriangles(model_data.bodyDraw, body_skin);
            }
            if (!is_arm)
            {
                _SetMannequinMaterial(arm);
            }
        }
        if (lo_leg != null)
        {
            Transform leg = PlayerLoader.AddSkin(lo_leg, body_skin, _transform.get_gameObject().get_layer());
            PlayerLoader.SetSkinAndEquipColor(leg, skin_color, (!is_leg) ? mannequin_color : equip_color, (!is_leg) ? 0.0001f : model_data.GetZBias());
            if (!is_leg)
            {
                _SetMannequinMaterial(leg);
            }
        }
        if (is_bdy)
        {
            displayInfo = MonoBehaviourSingleton <GlobalSettingsManager> .I.uiModelRendering.armorDisplayInfo;
        }
        else if (is_arm)
        {
            displayInfo = MonoBehaviourSingleton <GlobalSettingsManager> .I.uiModelRendering.armDisplayInfo;
        }
        else if (is_leg)
        {
            displayInfo = MonoBehaviourSingleton <GlobalSettingsManager> .I.uiModelRendering.legDisplayInfo;
        }
        OnLoadFinished();
    }
Exemple #12
0
 public static Color HexToColor(UInt32 val)
 {
     return(NGUIMath.IntToColor((Int32)val));
 }
Exemple #13
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 public unsafe static long $Invoke23(long instance, long *args)
 {
     return(GCHandledObjects.ObjectToGCHandle(NGUIMath.IntToColor(*(int *)args)));
 }
Exemple #14
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    public static object[] FormatMessage(string input, string name)
    {
        // Emotes
        input = input.Replace("<3", "\u2665");
        input = input.Replace(":lenny:", "( ͡° ͜ʖ ͡°)");

        // Color and fading
        string chatColor = Mod.Properties.TextColor.Value;

        if (chatColor.Length != 0)
        {
            if (!chatColor.Contains(","))
            {
                input = input.WithColor(chatColor);
            }
            else
            {
                string[] colors = chatColor.Split(new char[] { ',' }, 2);

                if (colors.Length > 1 && colors[0].IsHex() && colors[1].IsHex())
                {
                    input = Detagger.Replace(input, string.Empty);

                    Color startColor = NGUIMath.IntToColor(int.Parse(colors[0] + "FF", System.Globalization.NumberStyles.AllowHexSpecifier, null));
                    Color endColor   = NGUIMath.IntToColor(int.Parse(colors[1] + "FF", System.Globalization.NumberStyles.AllowHexSpecifier, null));

                    string faded = string.Empty;
                    for (int i = 0; i < input.Length; i++)
                    {
                        Color color = Color.Lerp(startColor, endColor, (float)i / (float)input.Length);
                        faded += $"<color=#{color.ToHex()}>{input[i]}</color>";
                    }
                    input = faded;
                }
            }
        }

        // Bold chat
        if (Mod.Properties.BoldText.Value)
        {
            input = input.AsBold();
        }
        // Italic chat
        if (Mod.Properties.ItalicText.Value)
        {
            input = input.AsItalic();
        }

        // Custom name
        string customName = Mod.Properties.ChatName.Value;

        if (customName.Length != 0)
        {
            name = customName.Colored();
        }
        // Bold name
        if (Mod.Properties.BoldName.Value)
        {
            name = name.AsBold();
        }
        // Italic name
        if (Mod.Properties.ItalicName.Value)
        {
            name = name.AsItalic();
        }

        return(new object[] { $"{Mod.Properties.TextPrefix.Value}{input}{Mod.Properties.TextSuffix.Value}", name });
    }