public void Show(OnColorChange _onColorChange) { m_RootGO.SetActive(true); if (_onColorChange != null) { onColorChange = _onColorChange; } }
public void SetValue(string hex, bool notify = true) { hex = hex ?? "000000"; TryParseHex(hex, out var red, out var green, out var blue); currentColor = new Color(red / 255f, green / 255f, blue / 255f); ToHex = hex; image.color = currentColor; input.SetTextWithoutNotify(ToHex); if (notify) { OnColorChange?.Invoke(); } }
/// <summary> /// Set foreground- and background color /// </summary> /// <param name="bg">background color</param> /// <param name="fg">foreground color</param> public static void SetColor(ConsoleColor?bg, ConsoleColor?fg) { ResetColor(true); if (fg.HasValue) { Console.ForegroundColor = fg.Value; } if (bg.HasValue) { Console.BackgroundColor = bg.Value; } OnColorChange?.Invoke(CurrentColorScheme); }
public void HandleValueChanged() { var hex = input.text; bool tmp = TryParseHex(hex, out var red, out var green, out var blue); if (!tmp) { hex = "000000"; input.SetTextWithoutNotify(hex); } currentColor = new Color(red / 255f, green / 255f, blue / 255f); image.color = currentColor; ToHex = hex; OnColorChange?.Invoke(); }
private void Game_OnWndProc(WndEventArgs args) { if (IsMouseOverSeparator()) { switch (args.Msg) { case (uint)WindowMessages.LeftButtonDown: if (IsMouseOverSeparator()) { _isMoving = true; } break; case (uint)WindowMessages.LeftButtonUp: _isMoving = false; break; default: return; } } if (args.Msg != (uint)WindowMessages.LeftButtonDown) { return; } if (!IsMouseOverCancelButton()) { if (!IsMouseOverConfirmButton()) { return; } Color = new ColorBGRA((byte)_slider1.Value, (byte)_slider2.Value, (byte)_slider3.Value, 255); FileHandler.WriteToDataFile(_uniqueId, new ColorBGRA((byte)_slider1.Value, (byte)_slider2.Value, (byte)_slider3.Value, 255)); OnColorChange?.Invoke(this, new OnColorChangeArgs(Color)); Unload(); } else { Unload(); } }
private void changeColor() { _timer = Time.time; int indexColor = Colors.IndexOf(_currentColor); if (Colors.Count <= indexColor + 1) { _currentColor = Colors[0]; } else { _currentColor = Colors[indexColor + 1]; } TrafficLight.material.color = _currentColor.Color; _collider.enabled = !_currentColor.AllowTraffic; OnColorChange?.Invoke(_currentColor); }
internal void FireColorChanged() { OnColorChange?.Invoke(); }
private void FireColorChanged() { OnColorChange?.Invoke(); }
/// <summary> /// Set the color on the specific index. /// </summary> /// <param name="index">Index of the Color.</param> /// <param name="NewColor">New color that will be changed on that index.</param> public virtual void SetColor(int index, byte R, byte G, byte B) { OnColorChange?.Invoke(index, R, G, B); }
public void Setcolor(int color) { OnColorChange?.Invoke(color); PlayerPrefs.SetInt("ColorId", color); }
public void Remove(OnColorChange method) { onColorChange -= method; }
public void Add(OnColorChange method) { onColorChange += method; }
void OnSelected(Color clr) { GetComponent <Image>().color = clr; OnColorChange.Invoke(clr); }