Point[] GetCenter(Rectangle FRect, ShadowType triangle, int size) { int size_ = size / 2; int tempX = FRect.X + FRect.Width / 2, tempY = FRect.Y + FRect.Height / 2;//中心点 Point[] pntArr = new Point[3]; switch (triangle) { case ShadowType.TOP: pntArr[0] = new Point(tempX, FRect.Y + FRect.Height - size_); pntArr[1] = new Point(tempX - size_, FRect.Y + FRect.Height); pntArr[2] = new Point(tempX + size_, FRect.Y + FRect.Height); break; case ShadowType.BUTTON: pntArr[0] = new Point(tempX, size_); pntArr[1] = new Point(tempX - size_, FRect.Y); pntArr[2] = new Point(tempX + size_, FRect.Y); break; case ShadowType.LEFT: pntArr[0] = new Point(FRect.X + FRect.Width - size_, tempY); pntArr[1] = new Point(FRect.X + FRect.Width, tempY + size_); pntArr[2] = new Point(FRect.X + FRect.Width, tempY - size_); break; case ShadowType.RIGHT: pntArr[0] = new Point(size_, tempY); pntArr[1] = new Point(FRect.X, tempY + size_); pntArr[2] = new Point(FRect.X, tempY - size_); break; } return(pntArr); }
//设置阴影分析范围 private void cb_ShadowType_SelectedIndexChanged(object sender, EventArgs e) { int index = this.cb_ShadowType.SelectedIndex; if (index == 0) { m_shadowType = ShadowType.ALL; m_selection = null; } else if (index == 1) { m_shadowType = ShadowType.SELECTION; } else if (index == 2) { m_shadowType = ShadowType.NONE; m_selection = null; } Layer3Ds layers = m_sceneControl.Scene.Layers; //设置阴影类型 for (int i = 0; i < layers.Count; i++) { Layer3D layer = layers[i]; layer.ShadowType = m_shadowType; } }
public IEncodable Decode(BinaryInput stream) { Name = stream.ReadString(); ID = stream.ReadInt32(); EntityType = (EntityType)stream.ReadByte(); ShadowType = (ShadowType)stream.ReadByte(); ShadowType = ShadowType.Perspective; isSubEntity = stream.ReadBoolean(); ShadowOffset = stream.ReadInt32(); stream.ReadInt32(); CollisionMap = stream.ReadObject <CollisionMap>(); Texture = stream.ReadObject <TileableTexture>(); int c = stream.ReadInt32(); for (int i = 0; i < c; i++) { Animations.Add(stream.ReadObject <Animation>()); } return(this); }
public SLTEntry(string name, Color foreground, Color background, ShadowType shadowType = ShadowType.none) { Name = name; Foreground = foreground; Background = background; ShadowType = shadowType; }
public bool AddShadowVertices(ShadowType type, MojoVertex[] _shadowVertices, int start, int length) { if ((ShadowCount + length) * 4 >= ShadowBuffer.Length) { return(false); } unsafe { var vert0 = start; var nverts = length; Vector2 prevPoint = _shadowVertices[vert0 + nverts - 1].Position; for (int i = 0; i < nverts; ++i) { Vector2 currentPoint = _shadowVertices[vert0 + i].Position; fixed(MojoVertex *tp = &_buffer[_ShadowCount++ *4]) { tp[0].Tex0 = prevPoint; tp[0].Tex1 = currentPoint; tp[1].Tex0 = prevPoint; tp[1].Tex1 = currentPoint; tp[3].Tex0 = prevPoint; tp[3].Tex1 = currentPoint; tp[2].Tex0 = prevPoint; tp[2].Tex1 = currentPoint; } prevPoint = currentPoint; } } return(true); }
// Use this for initialization public void Start() { if (s_shadowSources == null) { s_shadowSources = new List <ShadowSourceObject>(); } Light light = gameObject.GetComponent <Light>(); if (light != null) { m_isShadowSource = (light.shadows != LightShadows.None); if (light.type == LightType.Point || light.type == LightType.Area) { m_type = ShadowType.SHD_TYPE_PERSPECTIVE; } else { m_type = ShadowType.SHD_TYPE_DIRECTIONAL; } } else { m_type = ShadowType.SHD_TYPE_PERSPECTIVE; } if (m_isShadowSource) { addToShadowSourceList(gameObject, m_type, m_sharpness); } #if UNITY_EDITOR m_startSharpness = m_sharpness; #endif }
// Use this for initialization void Start() { //Define each factors' possibilities ShadowType[] shadows = new ShadowType[] { ShadowType.Off, ShadowType.Round, ShadowType.Hard, ShadowType.Soft }; float[] dists = new float[] { 6, 7.5f, 9, 10.5f }; //Create a List containing each trials refExp = new List <Run>(); foreach (ShadowType shadow in shadows) { foreach (float d in dists) { var run = new Run(); run.shadowType = shadow; run.dist = d; refExp.Add(run); } } display = FindObjectOfType <TextMesh>(); textToSpeech = FindObjectOfType <TextToSpeech>(); textToSpeech.Voice = TextToSpeechVoice.Default; }
/// <summary> /// Adds a shadow caster to the canvas. /// </summary> public void AddShadowCaster(Vector2[] vertices, float x, float y, ShadowType shadowType = ShadowType.Illuminated) { if (!_lighting) { return; } LightRenderer.AddShadowCaster(Matrix, vertices, x, y, shadowType); }
public Light(Table table) { type = (LightType)table["LightData"]["Type"]; range = table["LightData"]["x"]; intensity = table["LightData"]["y"]; spotCone = table["LightData"]["z"]; color = new ColorRGB(table["LightData"]["color"]); shadowType = (ShadowType)table["ShadowType"]; }
private static void changeSourceSettings(GameObject obj, ShadowType type, float sharpness) { int index = findShadowSource(obj); if (index >= 0) { s_shadowSources[index].m_type = type; s_shadowSources[index].m_sharpness = sharpness; } }
private static void addToShadowSourceList(GameObject obj, ShadowType type, float sharpness) { ShadowSourceObject shadowSrcObj = new ShadowSourceObject(); shadowSrcObj.m_obj = obj; shadowSrcObj.m_type = type; shadowSrcObj.m_sharpness = sharpness; //for now assume that the object is not added multiple times... s_shadowSources.Add(shadowSrcObj); }
public void Init(Transform node, Transform traShadowNode, Color color, float intension = 0.25f, int renderQueue = 3000, ShadowType shadowType = ShadowType.Auto, string shaderName = "Legacy Shaders/Transparent/Diffuse") { Intension = intension; this.renderQueue = renderQueue; this.shadowType = shadowType; this.color = color; this.shaderName = shaderName; traModelNode = traShadowNode; ghostShader = Shader.Find(shaderName); this.node = node; }
private void ChangeShowType(ShadowType type) { if (type == ShadowType.HARD) { Shader.EnableKeyword("HARD_SHADOW"); Shader.DisableKeyword("SOFT_SHADOW_PCF4x4"); } if (type == ShadowType.SOFT_PCF4x4) { Shader.DisableKeyword("HARD_SHADOW"); Shader.EnableKeyword("SOFT_SHADOW_PCF4x4"); } }
/// <summary> /// Adds a shadow caster to the canvas. /// </summary> public void AddShadowCaster(Vector2[] vertices, float x, float y, float rz, ShadowType shadowType = ShadowType.Illuminated) { if (!_lighting) { return; } PushMatrix(); Translate(x, y); Rotate(rz); AddShadowCaster(vertices, 0, 0, shadowType); PopMatrix(); }
/********* ** Public Methods *********/ /// <summary>Constructs an instance.</summary> /// <param name="type">The type of the shadow.</param> /// <param name="name">The name of the shadow.</param> /// <param name="level">The level of the shadow.</param> /// <param name="hp">The number of health points the shadow has.</param> /// <param name="sp">The number of skill points the shadow has.</param> /// <param name="experience">The experience you get upon killing the shadow.</param> /// <param name="yen">The amount of money you get upon killing the shadow.</param> /// <param name="stats">The stats of the shadow.</param> /// <param name="elementAffinities">The element affinities of the shadow.</param> /// <param name="skills">The skills the shadow has.</param> public Shadow(ShadowType type, string name, int level, int hp, int sp, int experience, string yen, Stats stats, ElementAffinities elementAffinities, List <string> skills) { Type = type; Name = name; Level = level; HP = hp; SP = sp; Experience = experience; Yen = yen; Stats = stats; ElementAffinities = elementAffinities; Skills = skills ?? new(); }
private void ButtonExpose(EventBox widget, Gdk.EventExpose evnt) { if (widget.Child is ToggleButton && ((ToggleButton)widget.Child).Active) { return; } ShadowType shadow_type = (ShadowType)StyleGetProperty("selected-shadow-type"); Gtk.Style.PaintBox(Style, widget.GdkWindow, StateType.Prelight, shadow_type, evnt.Area, widget, "menuitem", 0, 0, widget.Allocation.Width, widget.Allocation.Height); }
private static void HandleTransformShadowAlphaTag(AssTagContext context, ShadowType shadowType, DateTime startTime, DateTime endTime, float accel, string arg) { ShadowColorAnimation anim = FetchColorAnimation( context, startTime, endTime, a => a.ShadowType == shadowType, s => s.ShadowColors[shadowType], (s, e, c) => new ShadowColorAnimation(shadowType, s, c, e, c, accel) ); anim.EndColor = ColorUtil.ChangeColorAlpha(anim.EndColor, 255 - (ParseHex(arg) & 255)); }
private static void HandleTransformShadowColorTag(AssTagContext context, ShadowType shadowType, DateTime startTime, DateTime endTime, float accel, string arg) { ShadowColorAnimation anim = FetchColorAnimation( context, startTime, endTime, a => a.ShadowType == shadowType, s => s.ShadowColors[shadowType], (s, e, c) => new ShadowColorAnimation(shadowType, s, c, e, c, accel) ); anim.EndColor = ParseColor(arg, anim.EndColor.A); }
private void setShadowType(ShadowType type) { if (m_shadowType == type) { return; } if (ShadowReceiver.s_shadowReceivingObjects == null) { return; } List <GameObject> receivers = ShadowReceiver.s_shadowReceivingObjects; int count = receivers.Count; if (count < 1) { return; } string enable = (type == ShadowType.SHDTYPE_PROJECTED) ? "SHDTYPE_PROJECTED" : "SHDTYPE_MASK"; string disable = (type == ShadowType.SHDTYPE_MASK) ? "SHDTYPE_PROJECTED" : "SHDTYPE_MASK"; for (int i = 0; i < count; i++) { if (receivers[i] == null) { continue; } Renderer renderer = receivers[i].GetComponent <Renderer>(); if (renderer == null) { continue; } Material[] material = receivers[i].GetComponent <Renderer>().sharedMaterials; if (material == null) { continue; } int mcount = material.Length; for (int m = 0; m < mcount; m++) { material[m].EnableKeyword(enable); material[m].DisableKeyword(disable); } } m_shadowType = type; }
private LockInfo[] natureLockListColo(int natureLockIndex) { switch (natureLockIndex) { case 0: // Gligar case 1: // Heracross case 2: // Makuhita case 3: // Murkrow case 4: // Ursaring type = ShadowType.FirstShadow; break; } return(coloInfo[natureLockIndex]); }
public void SetShadowTypeEnabled(ShadowType type, bool enable) { if (enable) { if (!ShadowTypes.Contains(type)) { ShadowTypes.Add(type); } } else { ShadowTypes.Remove(type); } }
public GameObject instatiateShadow(GameObject parent, ShadowType shadowType) { switch (shadowType) { case ShadowType.Small: return(Instantiate(shadowSpriteS, parent.transform)); case ShadowType.Midiam: return(Instantiate(shadowSpriteM, parent.transform)); case ShadowType.Large: return(Instantiate(shadowSpriteL, parent.transform)); } return(null); }
internal void Read(Class434 or, DxfVisualStyle.Class486 pr) { if (or.Version < DxfVersion.Dxf24) { this.displayFlags_0 = (DisplayFlags)pr.vmethod_3(); this.double_0 = (double)pr.vmethod_3(); this.shadowType_0 = (ShadowType)pr.vmethod_3(); } else { this.displayFlags_0 = (DisplayFlags)pr.vmethod_3(); this.double_0 = pr.vmethod_4(); this.shadowType_0 = (ShadowType)pr.vmethod_3(); } }
public Shadow(Entity parent, Vector2 offset, ShadowType type = ShadowType.Normal, float fps = 8) : base(parent.Position, DrawOrder.SHADOWS) { _parent = parent; this.offset = offset - new Vector2(_parent.frameWidth / 4, _parent.frameHeight / 4); switch (type) { case ShadowType.Normal: frameWidth = frameHeight = 8; SetTexture("8x8_shadow"); AddAnimation("get_big", CreateAnimFrameArray(0, 1, 2, 3), fps, false); AddAnimation("get_small", CreateAnimFrameArray(3, 2, 1, 0), fps, false); break; case ShadowType.Big: frameWidth = 28; frameHeight = 10; SetTexture("28x10_shadow"); AddAnimation("get_big", CreateAnimFrameArray(0, 1, 2, 3, 4), fps, false); AddAnimation("get_small", CreateAnimFrameArray(4, 3, 2, 1, 0), fps, false); break; case ShadowType.Tiny: frameWidth = frameHeight = 3; SetTexture("teeny_shadow"); break; case ShadowType.RollerHorizontal: frameWidth = 128; frameHeight = 16; SetTexture("spike_roller_horizontal_shadow"); break; case ShadowType.RollerVertical: frameWidth = 16; frameHeight = 128; SetTexture("spike_roller_shadow"); break; } }
private (int, Section) ReadPen(XmlElement elem) { int id = elem.GetIntAttribute("id") ?? 0; Section pen = new Section(); int fontStyleId = elem.GetIntAttribute("fs") ?? 0; pen.Font = GetFontName(fontStyleId); pen.Scale = GetRealFontScale(elem.GetIntAttribute("sz") ?? 100); pen.Offset = GetOffsetType(elem.GetIntAttribute("of") ?? 1); pen.Bold = Convert.ToBoolean(elem.GetIntAttribute("b") ?? 0); pen.Italic = Convert.ToBoolean(elem.GetIntAttribute("i") ?? 0); pen.Underline = Convert.ToBoolean(elem.GetIntAttribute("u") ?? 0); Color fc = ColorUtil.FromHtml(elem.Attributes["fc"]?.Value ?? "#FFFFFF"); int fo = elem.GetIntAttribute("fo") ?? 254; pen.ForeColor = ColorUtil.ChangeColorAlpha(fc, fo); Color bc = ColorUtil.FromHtml(elem.Attributes["bc"]?.Value ?? "#080808"); int bo = elem.GetIntAttribute("bo") ?? 192; pen.BackColor = ColorUtil.ChangeColorAlpha(bc, bo); int et = elem.GetIntAttribute("et") ?? 0; if (et != 0) { ShadowType shadowType = GetEdgeType(et); Color shadowColor; XmlAttribute ecAttr = elem.Attributes["ec"]; if (ecAttr != null) { shadowColor = ColorUtil.ChangeColorAlpha(ColorUtil.FromHtml(ecAttr.Value), 254); } else { shadowColor = Color.FromArgb(fo, 0x22, 0x22, 0x22); } pen.ShadowColors.Add(shadowType, shadowColor); } pen.RubyPart = GetRubyPart(elem.GetIntAttribute("rb") ?? 0); pen.Packed = Convert.ToBoolean(elem.GetIntAttribute("hg") ?? 0); return(id, pen); }
/// <summary> /// Invoke the creation of ProgressBoxView /// </summary> /// <param name="title">The title of the box</param> /// <param name="description">The description under the title</param> /// <param name="percent">The percent of the progress bar</param> /// <param name="percentDescription">The percent description.</param> /// <param name="cssBackground">The CSS background.</param> /// <param name="fontawesomeIcon">The fontawesome icon.</param> /// <param name="shadow">The shadow type for the box</param> /// <returns>A Task<IViewComponentResult> representing the asynchronous operation.</returns> public async Task<IViewComponentResult> InvokeAsync(string title, string description, int percent, string percentDescription, string cssBackground, string fontawesomeIcon, ShadowType shadow) { ProgressBoxModel model = new ProgressBoxModel(); model.BackgroundColor = cssBackground ?? null; model.Icon = fontawesomeIcon ?? null; model.Shadow = shadow; model.SubText = description ?? string.Empty; model.Text = title; model.Percent = percent; model.PercentDescription = percentDescription; return View("Default", model); }
/// <summary> /// Invoke the creation of ShowBoxView /// </summary> /// <param name="title">The title of the box</param> /// <param name="description">The description under the title</param> /// <param name="src">The URL to redirect the user</param> /// <param name="alt">The alternate text for the URL</param> /// <param name="cssBackground">The CSS background.</param> /// <param name="fontawesomeIcon">The fontawesome icon to display</param> /// <param name="shadow">The shadow type for the box</param> /// <returns>A Task<IViewComponentResult> representing the asynchronous operation.</returns> public async Task <IViewComponentResult> InvokeAsync(string title, string description, string src, string alt, string cssBackground, string fontawesomeIcon, ShadowType shadow) { ShowBoxModel model = new ShowBoxModel(); model.BackgroundColor = cssBackground ?? null; model.Icon = fontawesomeIcon ?? null; model.Shadow = shadow; model.SubText = description ?? string.Empty; model.Text = title; model.Link = src ?? "#"; model.LinkDescription = alt; return(View("Default", model)); }
TypeOfShadow convertShadowType(ShadowType shadowType) { if (shadowType == ShadowType.Illuminated) { return(TypeOfShadow.Illuminated); } if (shadowType == ShadowType.Occluded) { return(TypeOfShadow.Occluded); } if (shadowType == ShadowType.Solid) { return(TypeOfShadow.Solid); } throw new NotSupportedException(@"Don't know how to handle a shadow type of '{0}'.".FormatWith(shadowType)); }
public static void UpdateZScale(SETItem item, bool oneBall, ShadowType shadow, bool chain, long yspeed) { float value = oneBall ? 1 : 0; if (shadow == ShadowType.Off) { value += 10; } else if (shadow == ShadowType.Heavy) { value += 90; } if (!chain) { value += 100; } value += (float)yspeed * 1000; item.Scale.Z = value; }
public bool AddShadowVertices(ShadowType type, MojoVertex[] _shadowVertices, int start, int length) { if ((ShadowCount + length) * 4 >= ShadowBuffer.Length) { return(false); } var vert0 = start; var nverts = length; Vector2 tv = _shadowVertices[vert0 + nverts - 1].Position; for (int i = 0; i < nverts; ++i) { var pv = tv; tv = _shadowVertices[vert0 + i].Position; if (IsBackFacing(lv, pv, tv)) { continue; } var pv2 = pv + Vector2.Normalize(pv - lv) * EXTRUDE; var tv2 = tv + Vector2.Normalize(tv - lv) * EXTRUDE; unsafe { fixed(MojoVertex *tp = &_buffer[ShadowCount++ *4]) { tp[0].Position.X = tv.X; tp[0].Position.Y = tv.Y; tp[1].Position.X = tv2.X; tp[1].Position.Y = tv2.Y; tp[2].Position.X = pv2.X; tp[2].Position.Y = pv2.Y; tp[3].Position.X = pv.X; tp[3].Position.Y = pv.Y; } } } return(true); }
public IEncodable Decode(BinaryInput stream) { Name = stream.ReadString(); ID = stream.ReadInt32(); EntityType = (EntityType) stream.ReadByte(); ShadowType = (ShadowType) stream.ReadByte(); ShadowType = ShadowType.Perspective; isSubEntity = stream.ReadBoolean(); ShadowOffset = stream.ReadInt32(); stream.ReadInt32(); CollisionMap = stream.ReadObject<CollisionMap>(); Texture = stream.ReadObject<TileableTexture>(); int c = stream.ReadInt32(); for (int i = 0; i < c; i++) { Animations.Add(stream.ReadObject<Animation>()); } return this; }
public static void UpdateZScale(SETItem item, bool oneBall, ShadowType shadow, bool chain, long yspeed) { float value = oneBall ? 1 : 0; if (shadow == ShadowType.Off) value += 10; else if (shadow == ShadowType.Heavy) value += 90; if (!chain) value += 100; value += (float)yspeed * 1000; item.Scale.Z = value; }
public PointLight(int size, ShadowType type = ShadowType.Illuminated) : base() { mSize = size; Light.ShadowType = type; }
TypeOfShadow convertShadowType( ShadowType shadowType ) { if( shadowType == ShadowType.Illuminated ) { return TypeOfShadow.Illuminated; } if( shadowType == ShadowType.Occluded ) { return TypeOfShadow.Occluded; } if( shadowType == ShadowType.Solid ) { return TypeOfShadow.Solid; } throw new NotSupportedException( @"Don't know how to handle a shadow type of '{0}'.".FormatWith( shadowType ) ) ; }
public PointLight(int size, ShadowType type = ShadowType.Solid) : base() { mSize = size; mLight2D.ShadowType = type; }
public ShadowOption(Color c, Point offset, ShadowType type) { Color = c; Offset = offset; Type = type; }
public SLTEntry(string name, string foreground, string background, ShadowType shadowType = ShadowType.none) : this(name, ColorTranslator.FromHtml(foreground), ColorTranslator.FromHtml(background), shadowType) { }