Exemple #1
0
        internal ColorScope(RichLogger logger, UnityEngine.Color color)
            : base(logger)
        {
            _oldColor = LoggerRef.Color;

            LoggerRef.SetColor(color);
        }
 public override void DrawCone(float radius, float height, int upAxis, ref Matrix trans, ref Vector3 color)
 {
     UnityEngine.Vector3 pos = BSExtensionMethods2.ExtractTranslationFromMatrix(ref trans);
     UnityEngine.Quaternion rot = BSExtensionMethods2.ExtractRotationFromMatrix(ref trans);
     UnityEngine.Vector3 scale = BSExtensionMethods2.ExtractScaleFromMatrix(ref trans);
     UnityEngine.Color c = new UnityEngine.Color(color.X, color.Y, color.Z);
     BUtility.DebugDrawCone(pos, rot, scale, radius, height, upAxis, c);
 }
 public override void DrawBox(ref Vector3 bbMin, ref Vector3 bbMax, ref Matrix trans, ref Vector3 color)
 {
     UnityEngine.Vector3 pos = BSExtensionMethods2.ExtractTranslationFromMatrix(ref trans);
     UnityEngine.Quaternion rot = BSExtensionMethods2.ExtractRotationFromMatrix(ref trans);
     UnityEngine.Vector3 scale = BSExtensionMethods2.ExtractScaleFromMatrix(ref trans);
     UnityEngine.Vector3 size = (bbMax - bbMin).ToUnity();
     UnityEngine.Color c = new UnityEngine.Color(color.X, color.Y, color.Z);
     BUtility.DebugDrawBox(pos, rot, scale, size,c);
 }
Exemple #4
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	public PlotData(string name, double[] xAxisData, double[] yAxisData, UnityEngine.Color lineColor)
	{
		this.name = name;
		this.xAxisData = new double[xAxisData.Length];
		xAxisData.CopyTo(this.xAxisData, 0);
		this.yAxisData = new double[yAxisData.Length];
		yAxisData.CopyTo(this.yAxisData, 0);
		this.lineColor = lineColor;
	}
Exemple #5
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 public TextMeshRenderer(LWF lwf, UnityRenderer.TextContext context)
     : base(lwf, context)
 {
     m_matrix = new Matrix(0, 0, 0, 0, 0, 0);
     m_matrixForRender = new Matrix4x4();
     m_colorMult = new UnityEngine.Color();
     m_colorAdd = new UnityEngine.Color();
     m_color = new Color32();
     m_z = -1;
 }
Exemple #6
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 public TextMeshRenderer(LWF lwf, TextContext context)
     : base(lwf, context)
 {
     m_mesh = new Mesh();
     m_matrix = new Matrix4x4();
     m_renderMatrix = new Matrix4x4();
     m_colorMult = new UnityEngine.Color();
     m_colorAdd = new UnityEngine.Color();
     m_color = new Color32();
 }
            public void Init(Factory factory)
            {
                renderers = new List<IMeshRenderer>();

                canvasRenderer = gameObject.AddComponent<UnityEngine.CanvasRenderer>();
                UpdateSortingLayerAndOrder(factory);
                UpdateLayer(factory);

                if (factory.useAdditionalColor) {
                additionalColor = UnityEngine.Color.clear;
                property = new MaterialPropertyBlock();
                additionalColorId = Shader.PropertyToID("_AdditionalColor");
                }

                buffer = new UIVertexBuffer();
            }
Exemple #8
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            public void Init(Factory factory)
            {
                useLegacyMeshGeneration = false;

                renderers = new List<IMeshRenderer>();

                UpdateSortingLayerAndOrder(factory);
                UpdateLayer(factory);

                if (factory.useAdditionalColor) {
                additionalColor = UnityEngine.Color.clear;
                property = new MaterialPropertyBlock();
                additionalColorId = Shader.PropertyToID("_AdditionalColor");
                }

                buffer = new UIVertexBuffer();
            }
        static int _m_GammaToLinearSpace(RealStatePtr L)
        {
            ObjectTranslator translator = ObjectTranslatorPool.Instance.Find(L);


            UnityEngine.Color __cl_gen_to_be_invoked; translator.Get(L, 1, out __cl_gen_to_be_invoked);


            try {
                {
                    UnityEngine.Color __cl_gen_ret = __cl_gen_to_be_invoked.GammaToLinearSpace(  );
                    translator.PushUnityEngineColor(L, __cl_gen_ret);


                    translator.UpdateUnityEngineColor(L, 1, __cl_gen_to_be_invoked);


                    return(1);
                }
            } catch (System.Exception __gen_e) {
                return(LuaAPI.luaL_error(L, "c# exception:" + __gen_e));
            }
        }
Exemple #10
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        static StackObject *get_Item_4(ILIntepreter __intp, StackObject *__esp, IList <object> __mStack, CLRMethod __method, bool isNewObj)
        {
            ILRuntime.Runtime.Enviorment.AppDomain __domain = __intp.AppDomain;
            StackObject *ptr_of_this_method;
            StackObject *__ret = ILIntepreter.Minus(__esp, 2);

            ptr_of_this_method = ILIntepreter.Minus(__esp, 1);
            System.Int32 @index = ptr_of_this_method->Value;

            ptr_of_this_method = ILIntepreter.Minus(__esp, 2);
            ptr_of_this_method = ILIntepreter.GetObjectAndResolveReference(ptr_of_this_method);
            UnityEngine.Color instance_of_this_method = (UnityEngine.Color) typeof(UnityEngine.Color).CheckCLRTypes(StackObject.ToObject(ptr_of_this_method, __domain, __mStack));

            var result_of_this_method = instance_of_this_method[index];

            ptr_of_this_method = ILIntepreter.Minus(__esp, 2);
            WriteBackInstance(__domain, ptr_of_this_method, __mStack, ref instance_of_this_method);

            __intp.Free(ptr_of_this_method);
            __ret->ObjectType       = ObjectTypes.Float;
            *(float *)&__ret->Value = result_of_this_method;
            return(__ret + 1);
        }
Exemple #11
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        static StackObject *Ctor_1(ILIntepreter __intp, StackObject *__esp, List <object> __mStack, CLRMethod __method, bool isNewObj)
        {
            ILRuntime.Runtime.Enviorment.AppDomain __domain = __intp.AppDomain;
            StackObject *ptr_of_this_method;
            StackObject *__ret = ILIntepreter.Minus(__esp, 3);

            ptr_of_this_method = ILIntepreter.Minus(__esp, 1);
            System.Single b = *(float *)&ptr_of_this_method->Value;
            ptr_of_this_method = ILIntepreter.Minus(__esp, 2);
            System.Single g = *(float *)&ptr_of_this_method->Value;
            ptr_of_this_method = ILIntepreter.Minus(__esp, 3);
            System.Single r = *(float *)&ptr_of_this_method->Value;

            var result_of_this_method = new UnityEngine.Color(r, g, b);

            if (!isNewObj)
            {
                __ret--;
                WriteBackInstance(__domain, __ret, __mStack, ref result_of_this_method);
                return(__ret);
            }
            return(ILIntepreter.PushObject(__ret, __mStack, result_of_this_method));
        }
Exemple #12
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        public TextInfo(DescriptorStructure text)
        {
            this.text = text["Txt"].ToString();
            //颜色路径EngineData/EngineDict/StyleRun/RunArray/StyleSheet/StyleSheetData/FillColor
            //UnityEngine.Debug.Log(Newtonsoft.Json.JsonConvert.SerializeObject(text));
            var engineData = text["EngineData"] as StructureEngineData;
            var engineDict = engineData["EngineDict"] as Properties;

            var stylerun        = engineDict["StyleRun"] as Properties;
            var runarray        = stylerun["RunArray"] as ArrayList;
            var styleSheet      = (runarray[0] as Properties)["StyleSheet"] as Properties;
            var styleSheetsData = (styleSheet as Properties)["StyleSheetData"] as Properties;

            fontSize = (int)(System.Single)styleSheetsData["FontSize"];
            if (styleSheetsData.Contains("Font"))
            {
                fontName = styleSheetsData["Font"] as string;
            }
            var strokeColorProp = styleSheetsData["FillColor"] as Properties;
            var strokeColor     = strokeColorProp["Values"] as ArrayList;

            color = new UnityEngine.Color(float.Parse(strokeColor[1].ToString()), float.Parse(strokeColor[2].ToString()), float.Parse(strokeColor[3].ToString()), float.Parse(strokeColor[0].ToString()));
        }
        static int _m_GetProceduralColor(RealStatePtr L)
        {
            ObjectTranslator translator = ObjectTranslatorPool.Instance.Find(L);


            UnityEngine.ProceduralMaterial __cl_gen_to_be_invoked = (UnityEngine.ProceduralMaterial)translator.FastGetCSObj(L, 1);


            try {
                {
                    string inputName = LuaAPI.lua_tostring(L, 2);

                    UnityEngine.Color __cl_gen_ret = __cl_gen_to_be_invoked.GetProceduralColor(inputName);
                    translator.PushUnityEngineColor(L, __cl_gen_ret);



                    return(1);
                }
            } catch (System.Exception __gen_e) {
                return(LuaAPI.luaL_error(L, "c# exception:" + __gen_e));
            }
        }
        static int _m_LerpUnclamped_xlua_st_(RealStatePtr L)
        {
            try {
                ObjectTranslator translator = ObjectTranslatorPool.Instance.Find(L);



                {
                    UnityEngine.Color _a; translator.Get(L, 1, out _a);
                    UnityEngine.Color _b; translator.Get(L, 2, out _b);
                    float             _t = (float)LuaAPI.lua_tonumber(L, 3);

                    UnityEngine.Color gen_ret = UnityEngine.Color.LerpUnclamped(_a, _b, _t);
                    translator.PushUnityEngineColor(L, gen_ret);



                    return(1);
                }
            } catch (System.Exception gen_e) {
                return(LuaAPI.luaL_error(L, "c# exception:" + gen_e));
            }
        }
Exemple #15
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        public void DrawCircle(FVector2 center, float radius, Color color)
        {
            //if (!_primitiveBatch.IsReady())
            //{
            //    throw new InvalidOperationException("BeginCustomDraw must be called before drawing anything.");
            //}
            const double increment = Math.PI * 2.0 / CircleSegments;
            double       theta     = 0.0;

            for (int i = 0; i < CircleSegments; i++)
            {
                FVector2 v1 = center + radius * new FVector2((float)Math.Cos(theta), (float)Math.Sin(theta));
                FVector2 v2 = center +
                              radius *
                              new FVector2((float)Math.Cos(theta + increment), (float)Math.Sin(theta + increment));

                lineListBatch.Add(FDVertex.FromLine(v1, v2, color));
                //_primitiveBatch.AddVertex(v1, color, PrimitiveType.LineList);
                //_primitiveBatch.AddVertex(v2, color, PrimitiveType.LineList);

                theta += increment;
            }
        }
Exemple #16
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        static StackObject *DrawRay_6(ILIntepreter __intp, StackObject *__esp, IList <object> __mStack, CLRMethod __method, bool isNewObj)
        {
            ILRuntime.Runtime.Enviorment.AppDomain __domain = __intp.AppDomain;
            StackObject *ptr_of_this_method;
            StackObject *__ret = ILIntepreter.Minus(__esp, 3);

            ptr_of_this_method = ILIntepreter.Minus(__esp, 1);
            UnityEngine.Color @color = (UnityEngine.Color) typeof(UnityEngine.Color).CheckCLRTypes(StackObject.ToObject(ptr_of_this_method, __domain, __mStack));
            __intp.Free(ptr_of_this_method);

            ptr_of_this_method = ILIntepreter.Minus(__esp, 2);
            UnityEngine.Vector3 @dir = (UnityEngine.Vector3) typeof(UnityEngine.Vector3).CheckCLRTypes(StackObject.ToObject(ptr_of_this_method, __domain, __mStack));
            __intp.Free(ptr_of_this_method);

            ptr_of_this_method = ILIntepreter.Minus(__esp, 3);
            UnityEngine.Vector3 @start = (UnityEngine.Vector3) typeof(UnityEngine.Vector3).CheckCLRTypes(StackObject.ToObject(ptr_of_this_method, __domain, __mStack));
            __intp.Free(ptr_of_this_method);


            UnityEngine.Debug.DrawRay(@start, @dir, @color);

            return(__ret);
        }
        static int _m_LerpUnclamped_xlua_st_(RealStatePtr L)
        {
            ObjectTranslator translator = ObjectTranslatorPool.Instance.Find(L);



            try {
                {
                    UnityEngine.Color a; translator.Get(L, 1, out a);
                    UnityEngine.Color b; translator.Get(L, 2, out b);
                    float             t = (float)LuaAPI.lua_tonumber(L, 3);

                    UnityEngine.Color __cl_gen_ret = UnityEngine.Color.LerpUnclamped(a, b, t);
                    translator.PushUnityEngineColor(L, __cl_gen_ret);



                    return(1);
                }
            } catch (System.Exception __gen_e) {
                return(LuaAPI.luaL_error(L, "c# exception:" + __gen_e));
            }
        }
        int __CreateInstanceUnityEngineColor(RealStatePtr L, int gen_param_count)
        {
            ObjectTranslator translator = this;

            if (gen_param_count == 5 && LuaTypes.LUA_TNUMBER == LuaAPI.lua_type(L, 2) && LuaTypes.LUA_TNUMBER == LuaAPI.lua_type(L, 3) && LuaTypes.LUA_TNUMBER == LuaAPI.lua_type(L, 4) && LuaTypes.LUA_TNUMBER == LuaAPI.lua_type(L, 5))
            {
                float _r = (float)LuaAPI.lua_tonumber(L, 2);
                float _g = (float)LuaAPI.lua_tonumber(L, 3);
                float _b = (float)LuaAPI.lua_tonumber(L, 4);
                float _a = (float)LuaAPI.lua_tonumber(L, 5);

                UnityEngine.Color gen_ret = new UnityEngine.Color(_r, _g, _b, _a);
                translator.PushUnityEngineColor(L, gen_ret);

                return(1);
            }
            if (gen_param_count == 4 && LuaTypes.LUA_TNUMBER == LuaAPI.lua_type(L, 2) && LuaTypes.LUA_TNUMBER == LuaAPI.lua_type(L, 3) && LuaTypes.LUA_TNUMBER == LuaAPI.lua_type(L, 4))
            {
                float _r = (float)LuaAPI.lua_tonumber(L, 2);
                float _g = (float)LuaAPI.lua_tonumber(L, 3);
                float _b = (float)LuaAPI.lua_tonumber(L, 4);

                UnityEngine.Color gen_ret = new UnityEngine.Color(_r, _g, _b);
                translator.PushUnityEngineColor(L, gen_ret);

                return(1);
            }

            if (gen_param_count == 1)
            {
                translator.PushUnityEngineColor(L, default(UnityEngine.Color));
                return(1);
            }


            return(LuaAPI.luaL_error(L, "invalid arguments to UnityEngine.Color constructor!"));
        }
Exemple #19
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        public GLTFMaterial(GLTFMaterial material, GLTFRoot gltfRoot) : base(material, gltfRoot)
        {
            if (material == null)
            {
                return;
            }

            if (material.PbrMetallicRoughness != null)
            {
                PbrMetallicRoughness = new PbrMetallicRoughness(material.PbrMetallicRoughness, gltfRoot);
            }

            if (material.CommonConstant != null)
            {
                CommonConstant = new MaterialCommonConstant(material.CommonConstant, gltfRoot);
            }

            if (material.NormalTexture != null)
            {
                NormalTexture = new NormalTextureInfo(material.NormalTexture, gltfRoot);
            }

            if (material.OcclusionTexture != null)
            {
                OcclusionTexture = new OcclusionTextureInfo(material.OcclusionTexture, gltfRoot);
            }

            if (material.EmissiveTexture != null)
            {
                EmissiveTexture = new TextureInfo(material.EmissiveTexture, gltfRoot);
            }

            EmissiveFactor = material.EmissiveFactor;
            AlphaMode      = material.AlphaMode;
            AlphaCutoff    = material.AlphaCutoff;
            DoubleSided    = material.DoubleSided;
        }
        int UnityEngineColor_m_HSVToRGB_xlua_st_(RealStatePtr L, int gen_param_count)
        {
            ObjectTranslator translator = this;


            if (gen_param_count == 3 && LuaTypes.LUA_TNUMBER == LuaAPI.lua_type(L, 1) && LuaTypes.LUA_TNUMBER == LuaAPI.lua_type(L, 2) && LuaTypes.LUA_TNUMBER == LuaAPI.lua_type(L, 3))
            {
                float _H = (float)LuaAPI.lua_tonumber(L, 1);
                float _S = (float)LuaAPI.lua_tonumber(L, 2);
                float _V = (float)LuaAPI.lua_tonumber(L, 3);

                UnityEngine.Color gen_ret = UnityEngine.Color.HSVToRGB(_H, _S, _V);
                translator.PushUnityEngineColor(L, gen_ret);



                return(1);
            }
            if (gen_param_count == 4 && LuaTypes.LUA_TNUMBER == LuaAPI.lua_type(L, 1) && LuaTypes.LUA_TNUMBER == LuaAPI.lua_type(L, 2) && LuaTypes.LUA_TNUMBER == LuaAPI.lua_type(L, 3) && LuaTypes.LUA_TBOOLEAN == LuaAPI.lua_type(L, 4))
            {
                float _H   = (float)LuaAPI.lua_tonumber(L, 1);
                float _S   = (float)LuaAPI.lua_tonumber(L, 2);
                float _V   = (float)LuaAPI.lua_tonumber(L, 3);
                bool  _hdr = LuaAPI.lua_toboolean(L, 4);

                UnityEngine.Color gen_ret = UnityEngine.Color.HSVToRGB(_H, _S, _V, _hdr);
                translator.PushUnityEngineColor(L, gen_ret);



                return(1);
            }


            return(LuaAPI.luaL_error(L, "invalid arguments to UnityEngine.Color.HSVToRGB!"));
        }
Exemple #21
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        static StackObject *CrossFadeColor_25(ILIntepreter __intp, StackObject *__esp, IList <object> __mStack, CLRMethod __method, bool isNewObj)
        {
            CSHotFix.Runtime.Enviorment.AppDomain __domain = __intp.AppDomain;
            StackObject *ptr_of_this_method;
            StackObject *__ret = ILIntepreter.Minus(__esp, 5);

            ptr_of_this_method = ILIntepreter.Minus(__esp, 1);
            System.Boolean useAlpha = ptr_of_this_method->Value == 1;
            ptr_of_this_method = ILIntepreter.Minus(__esp, 2);
            System.Boolean ignoreTimeScale = ptr_of_this_method->Value == 1;
            ptr_of_this_method = ILIntepreter.Minus(__esp, 3);
            System.Single duration = *(float *)&ptr_of_this_method->Value;
            ptr_of_this_method = ILIntepreter.Minus(__esp, 4);
            UnityEngine.Color targetColor = (UnityEngine.Color) typeof(UnityEngine.Color).CheckCLRTypes(StackObject.ToObject(ptr_of_this_method, __domain, __mStack));
            __intp.Free(ptr_of_this_method);
            ptr_of_this_method = ILIntepreter.Minus(__esp, 5);
            UnityEngine.UI.Graphic instance_of_this_method;
            instance_of_this_method = (UnityEngine.UI.Graphic) typeof(UnityEngine.UI.Graphic).CheckCLRTypes(StackObject.ToObject(ptr_of_this_method, __domain, __mStack));
            __intp.Free(ptr_of_this_method);

            instance_of_this_method.CrossFadeColor(targetColor, duration, ignoreTimeScale, useAlpha);

            return(__ret);
        }
Exemple #22
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                /// <summary>
                /// Parses a colour string and returns a colour object.
                /// </summary>
                /// <param name="Colour">The string containing the colour information.
                /// <list type="table">
                /// <listheader>
                /// <term>Format</term>
                /// <term>Description</term>
                /// <term>Example</term>
                /// </listheader>
                /// <item>
                /// <term>rgb</term>
                /// <term>Specifies a colour in rgb format</term>
                /// <term>rgb(255,0,0)</term>
                /// </item>
                /// <item>
                /// <term>rgba</term>
                /// <term>Specifies a colour in rgb format with an alpha component</term>
                /// <term>rgba(255,0,0,128)</term>
                /// </item>
                /// </list>
                /// </param>
                /// <returns>The colour object initialized to colour information specified in <paramref name="Colour"/>.</returns>
                /// <remarks>This method is used primarily in conjunction with XML-based layouts.</remarks>
                /// <example>
                /// Generate a colour object from a string containing a red colour:
                /// <code>UnityEngine.Color c = Colour.Parse("rgb(255,0,0)");</code>
                /// Generate a colour object from a string containing a red colour with half transparency:
                /// <code>UnityEngine.Color c = Colour.Parse("rgba(255,0,0,128)");</code>
                /// </example>
                public static UnityEngine.Color?Parse(string Colour)
                {
                    UnityEngine.Color?rgba;

                    if (Colour != null && Colour != "")
                    {
                        // Colour in the form of a filename or an rgb(a) component
                        MatchCollection mc = Regex.Matches(Colour, @"rgb?a?\s*\(\s*(?<red>\d+)\s*,\s*(?<green>\d+)\s*,\s*(?<blue>\d+)\s*\s*,?\s*(?<alpha>\d+)?\)");

                        if (mc.Count != 1)
                        {
                            throw new Exception("Error parsing colour string, unknown pattern");
                        }

                        // r, g and b components are compulsory, a is optional
                        if (mc[0].Groups["red"].Value == "" || mc[0].Groups["green"].Value == "" || mc[0].Groups["blue"].Value == "")
                        {
                            throw new Exception("Error parsing colour string, r, g or b components empty");
                        }

                        float r, g, b, a;

                        r = uint.Parse(mc[0].Groups["red"].Value) / 255.0f;
                        g = uint.Parse(mc[0].Groups["green"].Value) / 255.0f;
                        b = uint.Parse(mc[0].Groups["blue"].Value) / 255.0f;
                        a = mc[0].Groups["alpha"].Value == "" ? 1.0f : uint.Parse(mc[0].Groups["alpha"].Value) / 255.0f;

                        rgba = new UnityEngine.Color(r, g, b, a);
                    }
                    else
                    {
                        rgba = null;
                    }

                    return(rgba);
                }
        static int _m_Evaluate(RealStatePtr L)
        {
            try {
                ObjectTranslator translator = ObjectTranslatorPool.Instance.Find(L);


                UnityEngine.Gradient gen_to_be_invoked = (UnityEngine.Gradient)translator.FastGetCSObj(L, 1);



                {
                    float _time = (float)LuaAPI.lua_tonumber(L, 2);

                    UnityEngine.Color gen_ret = gen_to_be_invoked.Evaluate(_time);
                    translator.PushUnityEngineColor(L, gen_ret);



                    return(1);
                }
            } catch (System.Exception gen_e) {
                return(LuaAPI.luaL_error(L, "c# exception:" + gen_e));
            }
        }
Exemple #24
0
    public void OnDrawGizmosSelected()
    {
        if (!enabled)
        {
            return;
        }

        UnityEngine.Gizmos.DrawIcon(transform.position, "WwiseAudioSpeaker.png", false);

#if UNITY_EDITOR
        if (multiPositionTypeLabel == MultiPositionTypeLabel.Large_Mode)
        {
            foreach (var entry in LargeModePositions)
            {
                if (entry != null)
                {
                    UnityEngine.Gizmos.color = UnityEngine.Color.green;
                    UnityEngine.Gizmos.DrawSphere(entry.transform.position, 0.1f);

                    UnityEditor.Handles.Label(entry.transform.position, entry.name);

                    AkRadialEmitter radialEmitter = GetComponent <AkRadialEmitter>();
                    if (radialEmitter)
                    {
                        UnityEngine.Color SphereColor = UnityEngine.Color.yellow;
                        SphereColor.a            = 0.25f;
                        UnityEngine.Gizmos.color = SphereColor;

                        UnityEngine.Gizmos.DrawSphere(entry.transform.position, radialEmitter.innerRadius);
                        UnityEngine.Gizmos.DrawSphere(entry.transform.position, radialEmitter.outerRadius);
                    }
                }
            }
        }
#endif
    }
Exemple #25
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        static StackObject *Clear_31(ILIntepreter __intp, StackObject *__esp, IList <object> __mStack, CLRMethod __method, bool isNewObj)
        {
            CSHotFix.Runtime.Enviorment.AppDomain __domain = __intp.AppDomain;
            StackObject *ptr_of_this_method;
            StackObject *__ret = ILIntepreter.Minus(__esp, 4);

            ptr_of_this_method = ILIntepreter.Minus(__esp, 1);
            System.Single @depth = *(float *)&ptr_of_this_method->Value;

            ptr_of_this_method = ILIntepreter.Minus(__esp, 2);
            UnityEngine.Color @backgroundColor = (UnityEngine.Color) typeof(UnityEngine.Color).CheckCLRTypes(StackObject.ToObject(ptr_of_this_method, __domain, __mStack));
            __intp.Free(ptr_of_this_method);

            ptr_of_this_method = ILIntepreter.Minus(__esp, 3);
            System.Boolean @clearColor = ptr_of_this_method->Value == 1;

            ptr_of_this_method = ILIntepreter.Minus(__esp, 4);
            System.Boolean @clearDepth = ptr_of_this_method->Value == 1;


            UnityEngine.GL.Clear(@clearDepth, @clearColor, @backgroundColor, @depth);

            return(__ret);
        }
        static int _m_IntToColor_xlua_st_(RealStatePtr L)
        {
            try {
                ObjectTranslator translator = ObjectTranslatorPool.Instance.Find(L);



                {
                    int   _i = LuaAPI.xlua_tointeger(L, 1);
                    float _a = (float)LuaAPI.lua_tonumber(L, 2);

                    UnityEngine.Color gen_ret = Pathfinding.UnityHelper.IntToColor(
                        _i,
                        _a);
                    translator.PushUnityEngineColor(L, gen_ret);



                    return(1);
                }
            } catch (System.Exception gen_e) {
                return(LuaAPI.luaL_error(L, "c# exception:" + gen_e));
            }
        }
        static int _m_NodeColor(RealStatePtr L)
        {
            try {
                ObjectTranslator translator = ObjectTranslatorPool.Instance.Find(L);


                Pathfinding.Util.GraphGizmoHelper gen_to_be_invoked = (Pathfinding.Util.GraphGizmoHelper)translator.FastGetCSObj(L, 1);



                {
                    PF.GraphNode _node = (PF.GraphNode)translator.GetObject(L, 2, typeof(PF.GraphNode));

                    UnityEngine.Color gen_ret = gen_to_be_invoked.NodeColor(_node);
                    translator.PushUnityEngineColor(L, gen_ret);



                    return(1);
                }
            } catch (System.Exception gen_e) {
                return(LuaAPI.luaL_error(L, "c# exception:" + gen_e));
            }
        }
Exemple #28
0
        static int _m_GetPixel(RealStatePtr L)
        {
            ObjectTranslator translator = ObjectTranslatorPool.Instance.Find(L);


            UnityEngine.Texture2D __cl_gen_to_be_invoked = (UnityEngine.Texture2D)translator.FastGetCSObj(L, 1);


            try {
                {
                    int x = LuaAPI.xlua_tointeger(L, 2);
                    int y = LuaAPI.xlua_tointeger(L, 3);

                    UnityEngine.Color __cl_gen_ret = __cl_gen_to_be_invoked.GetPixel(x, y);
                    translator.PushUnityEngineColor(L, __cl_gen_ret);



                    return(1);
                }
            } catch (System.Exception __gen_e) {
                return(LuaAPI.luaL_error(L, "c# exception:" + __gen_e));
            }
        }
Exemple #29
0
        void Awake()
        {
            var harmony = new Harmony(PluginGuid);

            harmony.PatchAll(Assembly.GetExecutingAssembly());

            Enabled = Config.Bind("Settings", "Enabled", true, new ConfigDescription("Turn this off to stop the water change", null, new ConfigurationManagerAttributes {
                Order = 5
            }));

            WaterR = Config.Bind("Settings", "Water R", 1f, new ConfigDescription("Red value for the water", null, new ConfigurationManagerAttributes {
                Order = 4
            }));
            WaterR.SettingChanged += UpdateWaterColor;

            WaterG = Config.Bind("Settings", "Water G", 1f, new ConfigDescription("Green value for the water", null, new ConfigurationManagerAttributes {
                Order = 3
            }));
            WaterG.SettingChanged += UpdateWaterColor;

            WaterB = Config.Bind("Settings", "Water B", 1f, new ConfigDescription("Blue value for the water", null, new ConfigurationManagerAttributes {
                Order = 2
            }));
            WaterB.SettingChanged += UpdateWaterColor;

            WaterA = Config.Bind("Settings", "Water A", 1f, new ConfigDescription("Alpha value for the water", null, new ConfigurationManagerAttributes {
                Order = 1
            }));
            WaterA.SettingChanged += UpdateWaterColor;

            this.isEnabled = true;
            this.isCheat   = false;
            PolyTechFramework.PolyTechMain.registerMod(this);

            waterColor = new Color(WaterR.Value, WaterG.Value, WaterB.Value, WaterA.Value);
        }
            public static LinearColor Convert(UnityEngine.Color color, float intensity)
            {
                var   lc  = GraphicsSettings.lightsUseLinearIntensity ? color.linear.RGBMultiplied(intensity) : color.RGBMultiplied(intensity).linear;
                float mcc = lc.maxColorComponent;

                if (lc.r < 0.0f || lc.g < 0.0f || lc.b < 0.0f)
                {
                    throw new System.ArgumentOutOfRangeException("The input color to be converted must not contain negative values (red: " + lc.r + ", green: " + lc.g + ", blue: " + lc.b + ").");
                }

                if (mcc <= 1e-20f)
                {
                    return(LinearColor.Black());
                }

                float       mcc_rcp = 1.0f / lc.maxColorComponent;
                LinearColor c;

                c.m_red       = lc.r * mcc_rcp;
                c.m_green     = lc.g * mcc_rcp;
                c.m_blue      = lc.b * mcc_rcp;
                c.m_intensity = mcc;
                return(c);
            }
Exemple #31
0
        static StackObject *DrawEllipse_9(ILIntepreter __intp, StackObject *__esp, IList <object> __mStack, CLRMethod __method, bool isNewObj)
        {
            ILRuntime.Runtime.Enviorment.AppDomain __domain = __intp.AppDomain;
            StackObject *ptr_of_this_method;
            StackObject *__ret = ILIntepreter.Minus(__esp, 4);

            ptr_of_this_method = ILIntepreter.Minus(__esp, 1);
            UnityEngine.Color @fillColor = (UnityEngine.Color) typeof(UnityEngine.Color).CheckCLRTypes(StackObject.ToObject(ptr_of_this_method, __domain, __mStack));
            __intp.Free(ptr_of_this_method);

            ptr_of_this_method = ILIntepreter.Minus(__esp, 2);
            System.Single @aHeight = *(float *)&ptr_of_this_method->Value;

            ptr_of_this_method = ILIntepreter.Minus(__esp, 3);
            System.Single @aWidth = *(float *)&ptr_of_this_method->Value;

            ptr_of_this_method = ILIntepreter.Minus(__esp, 4);
            FairyGUI.GGraph instance_of_this_method = (FairyGUI.GGraph) typeof(FairyGUI.GGraph).CheckCLRTypes(StackObject.ToObject(ptr_of_this_method, __domain, __mStack));
            __intp.Free(ptr_of_this_method);

            instance_of_this_method.DrawEllipse(@aWidth, @aHeight, @fillColor);

            return(__ret);
        }
        public static string ConvertToHexString(UnityEngine.Color color)
        {
            int r = (int)(color.r * 255.0);
            int g = (int)(color.g * 255.0);
            int b = (int)(color.b * 255.0);
            int a = (int)(color.a * 255.0);

            if (color.a == 1.0f)
            {
                StringBuilder builder = new StringBuilder(7);

                return(builder
                       .Append(DecimalToHex[r >> 4])
                       .Append(DecimalToHex[r & 15])
                       .Append(DecimalToHex[g >> 4])
                       .Append(DecimalToHex[g & 15])
                       .Append(DecimalToHex[b >> 4])
                       .Append(DecimalToHex[b & 15])
                       .ToString());
            }
            else
            {
                StringBuilder builder = new StringBuilder(9);

                return(builder
                       .Append(DecimalToHex[r >> 4])
                       .Append(DecimalToHex[r & 15])
                       .Append(DecimalToHex[g >> 4])
                       .Append(DecimalToHex[g & 15])
                       .Append(DecimalToHex[b >> 4])
                       .Append(DecimalToHex[b & 15])
                       .Append(DecimalToHex[a >> 4])
                       .Append(DecimalToHex[a & 15])
                       .ToString());
            }
        }
        static StackObject *DrawRay_8(ILIntepreter __intp, StackObject *__esp, IList <object> __mStack, CLRMethod __method, bool isNewObj)
        {
            ILRuntime.Runtime.Enviorment.AppDomain __domain = __intp.AppDomain;
            StackObject *ptr_of_this_method;
            StackObject *__ret = ILIntepreter.Minus(__esp, 5);

            ptr_of_this_method = ILIntepreter.Minus(__esp, 1);
            System.Boolean depthTest = ptr_of_this_method->Value == 1;
            ptr_of_this_method = ILIntepreter.Minus(__esp, 2);
            System.Single duration = *(float *)&ptr_of_this_method->Value;
            ptr_of_this_method = ILIntepreter.Minus(__esp, 3);
            UnityEngine.Color color = (UnityEngine.Color) typeof(UnityEngine.Color).CheckCLRTypes(StackObject.ToObject(ptr_of_this_method, __domain, __mStack));
            __intp.Free(ptr_of_this_method);
            ptr_of_this_method = ILIntepreter.Minus(__esp, 4);
            UnityEngine.Vector3 dir = (UnityEngine.Vector3) typeof(UnityEngine.Vector3).CheckCLRTypes(StackObject.ToObject(ptr_of_this_method, __domain, __mStack));
            __intp.Free(ptr_of_this_method);
            ptr_of_this_method = ILIntepreter.Minus(__esp, 5);
            UnityEngine.Vector3 start = (UnityEngine.Vector3) typeof(UnityEngine.Vector3).CheckCLRTypes(StackObject.ToObject(ptr_of_this_method, __domain, __mStack));
            __intp.Free(ptr_of_this_method);

            UnityEngine.Debug.DrawRay(start, dir, color, duration, depthTest);

            return(__ret);
        }
Exemple #34
0
        static int _m_GetPixelBilinear(RealStatePtr L)
        {
            ObjectTranslator translator = ObjectTranslatorPool.Instance.Find(L);


            UnityEngine.Texture2D __cl_gen_to_be_invoked = (UnityEngine.Texture2D)translator.FastGetCSObj(L, 1);


            try {
                {
                    float u = (float)LuaAPI.lua_tonumber(L, 2);
                    float v = (float)LuaAPI.lua_tonumber(L, 3);

                    UnityEngine.Color __cl_gen_ret = __cl_gen_to_be_invoked.GetPixelBilinear(u, v);
                    translator.PushUnityEngineColor(L, __cl_gen_ret);



                    return(1);
                }
            } catch (System.Exception __gen_e) {
                return(LuaAPI.luaL_error(L, "c# exception:" + __gen_e));
            }
        }
Exemple #35
0
        /// <summary>
        /// Add button that can execute function.
        /// </summary>
        /// <param name="mod">Your mod instance</param>
        /// <param name="setting">Your settings variable</param>
        /// <param name="normalColor">Button color</param>
        /// <param name="highlightedColor">Button color when highlighted</param>
        /// <param name="pressedColor">Button color when pressed</param>
        /// <param name="buttonTextColor">Text color on Button</param>
        /// <param name="description">Short optional description for this button</param>
        /// <example><code source="SettingsExamples.cs" region="AddButton" lang="C#"
        /// title="Add button" /></example>
        public static void AddButton(Mod mod, Settings setting, UnityEngine.Color normalColor, UnityEngine.Color highlightedColor, UnityEngine.Color pressedColor, UnityEngine.Color buttonTextColor, string description = null)
        {
            setting.Mod  = mod;
            setting.Vals = new object[5];
            if (description == null)
            {
                description = string.Empty;
            }

            if (setting.DoAction != null)
            {
                setting.type    = SettingsType.Button;
                setting.Vals[0] = description;
                setting.Vals[1] = normalColor;
                setting.Vals[2] = highlightedColor;
                setting.Vals[3] = pressedColor;
                setting.Vals[4] = buttonTextColor;
                modSettings.Add(setting);
            }
            else
            {
                ModConsole.Error("AddButton: Action cannot be null.");
            }
        }
            public BitmapRenderer(LWF lwf, BitmapContext context)
                : base(lwf)
            {
                m_context = context;
                m_matrix = new Matrix4x4();
                m_colorMult = new UnityEngine.Color();
                #if LWF_USE_ADDITIONALCOLOR
                m_colorAdd = new UnityEngine.Color();
                #endif
                m_available = false;

                if (m_context != null)
                m_context.factory.AddBitmap();
            }
		public Action_bt_Level_DeathMatch_0_node37()
		{
			this.m_resultOption = EBTStatus.BT_SUCCESS;
			method_p0 = "Tank_Nav";
			method_p1 = new UnityEngine.Color();
			method_p1.a = 1f;
			method_p1.b = 0f;
			method_p1.g = 0f;
			method_p1.r = 1f;
		}
Exemple #38
0
 /// <summary>
 /// Draw a solid closed polygon provided in CCW order.
 /// </summary>
 /// <param name="vertices">The vertices.</param>
 /// <param name="count">The vertex count.</param>
 /// <param name="red">The red value.</param>
 /// <param name="blue">The blue value.</param>
 /// <param name="green">The green value.</param>
 public abstract void DrawSolidPolygon(Vector2[] vertices, int count, Color color);
            public void Init(Factory factory)
            {
                renderers = new List<IMeshRenderer>();

                mesh = new Mesh();
                mesh.name = "LWF/" + factory.data.name;
                mesh.MarkDynamic();

                meshFilter = gameObject.AddComponent<MeshFilter>();
                meshFilter.sharedMesh = mesh;

                meshRenderer = gameObject.AddComponent<UnityEngine.MeshRenderer>();
                #if UNITY_4_6
                meshRenderer.castShadows = false;
                #else
                meshRenderer.shadowCastingMode =
                UnityEngine.Rendering.ShadowCastingMode.Off;
                #endif
                meshRenderer.receiveShadows = false;
                UpdateSortingLayerAndOrder(factory);
                UpdateLayer(factory);

                if (factory.useAdditionalColor) {
                additionalColor = UnityEngine.Color.clear;
                property = new MaterialPropertyBlock();
                additionalColorId = Shader.PropertyToID("_AdditionalColor");
                }

                buffer = new CombinedMeshBuffer();
            }
		public Action_bt_Level_Survival_node22()
		{
			this.m_resultOption = EBTStatus.BT_SUCCESS;
			method_p0 = "Tank_Agressive";
			method_p1 = new UnityEngine.Color();
			method_p1.a = 1f;
			method_p1.b = 0f;
			method_p1.g = 1f;
			method_p1.r = 0f;
		}
Exemple #41
0
 public void SetMaterial(Material mat, UnityEngine.Color ac)
 {
     gameObject.SetActive(true);
     material = mat;
     additionalColor = ac;
     buffer.modified = true;
     SetMaterialDirty();
 }
Exemple #42
0
 public TextRenderer(LWF lwf, TextContext context)
     : base(lwf)
 {
     m_context = context;
     m_matrix = new Matrix4x4();
     m_renderMatrix = new Matrix4x4();
     m_colorMult = new UnityEngine.Color();
     #if LWF_USE_ADDITIONALCOLOR
     m_colorAdd = new UnityEngine.Color();
     #endif
     if (m_context != null && m_context.systemFontRenderer != null) {
     ISystemFontRenderer.Parameter p =
     context.systemFontRendererParameter;
     float scale = lwf.scaleByStage;
     m_context.systemFontRenderer.Init(
     p.mSize * scale,
     p.mWidth * scale,
     p.mHeight * scale,
     p.mStyle,
     p.mAlign,
     p.mVerticalAlign,
     p.mLineSpacing * scale,
     p.mLetterSpacing * scale,
     p.mLeftMargin * scale,
     p.mRightMargin * scale);
     }
 }
Exemple #43
0
 public BitmapRenderer(LWF lwf, BitmapContext context)
     : base(lwf)
 {
     m_context = context;
     m_property = new MaterialPropertyBlock();
     m_matrix = new Matrix4x4();
     m_renderMatrix = new Matrix4x4();
     m_colorMult = new UnityEngine.Color();
     m_colorAdd = new UnityEngine.Color();
     m_blendMode = (int)Format.Constant.BLEND_MODE_NORMAL;
     m_colorId = Shader.PropertyToID("_Color");
     m_additionalColorId = Shader.PropertyToID("_AdditionalColor");
 }
Exemple #44
0
 public BitmapRenderer(LWF lwf, BitmapContext context)
     : base(lwf)
 {
     m_context = context;
     m_matrix = new Matrix(0, 0, 0, 0, 0, 0);
     m_matrixForRender = new Matrix4x4();
     m_colorMult = new UnityEngine.Color();
     m_colorAdd = new UnityEngine.Color();
     m_z = -1;
     m_updated = false;
 }
Exemple #45
0
 /// <summary>
 /// Draw a circle.
 /// </summary>
 /// <param name="center">The center.</param>
 /// <param name="radius">The radius.</param>
 /// <param name="red">The red value.</param>
 /// <param name="blue">The blue value.</param>
 /// <param name="green">The green value.</param>
 public abstract void DrawCircle(Vector2 center, float radius, Color color);
 public CmdMaterialSetColor(Guid _materialGuid, string _name, UnityEngine.Color _color)
 {
     materialGuid = _materialGuid;
     name         = _name;
     color        = _color;
 }
	private void FeelingMonitorPanel(int id)
	{
		Dictionary<string, float> feelingValueMap = _connector.FeelingValueMap;
		if(feelingValueMap.Count == 0)
		{
			return;
		}

		_scrollPosition = UnityEngine.GUILayout.BeginScrollView(_scrollPosition);

		float feelingBarWidth = UnityEngine.Screen.width * 0.3f;

		_boxStyle = _panelSkin.box;
		lock(feelingValueMap)
		{
			int topOffset = 5;
			foreach(string feeling in feelingValueMap.Keys)
			{
				if(!_isFeelingTextureMapInitialized)
				{
					float r = UnityEngine.Random.value;
					float g = UnityEngine.Random.value;
					float b = UnityEngine.Random.value;
					UnityEngine.Color c = new UnityEngine.Color(r, g, b, 0.6f);
					UnityEngine.Texture2D t = new UnityEngine.Texture2D(1, 1);
					t.SetPixel(0, 0, c);
					t.Apply();
					_feelingTextureMap[feeling] = t;
				}
				float value = feelingValueMap[feeling];

				// Set the texture of background.
				_boxStyle.normal.background = _feelingTextureMap[feeling];
				UnityEngine.GUILayout.BeginHorizontal();
				UnityEngine.GUILayout.Label(feeling + ": ", _panelSkin.label, UnityEngine.GUILayout.MaxWidth(_panel.width * 0.3f));
				UnityEngine.GUILayout.Box("", _boxStyle, UnityEngine.GUILayout.Width(feelingBarWidth * value), UnityEngine.GUILayout.Height(16));
				UnityEngine.GUILayout.EndHorizontal();
				topOffset += 15;
			}
			// We only need to initialize the map at the first time.
			if(!_isFeelingTextureMapInitialized)
			{
				_isFeelingTextureMapInitialized = true;
			}
		}

		UnityEngine.GUILayout.EndScrollView();
	}
Exemple #48
0
 /// <summary>
 /// Draw a line segment.
 /// </summary>
 /// <param name="start">The start.</param>
 /// <param name="end">The end.</param>
 /// <param name="red">The red value.</param>
 /// <param name="blue">The blue value.</param>
 /// <param name="green">The green value.</param>
 public abstract void DrawSegment(Vector2 start, Vector2 end, Color color);
 public void SetMaterial(Material material, UnityEngine.Color ac)
 {
     if (meshRenderer.sharedMaterial != material)
     meshRenderer.sharedMaterial = material;
     additionalColor = ac;
     buffer.modified = true;
 }
Exemple #50
0
 /// <summary>
 /// Draw a solid circle.
 /// </summary>
 /// <param name="center">The center.</param>
 /// <param name="radius">The radius.</param>
 /// <param name="axis">The axis.</param>
 /// <param name="red">The red value.</param>
 /// <param name="blue">The blue value.</param>
 /// <param name="green">The green value.</param>
 public abstract void DrawSolidCircle(Vector2 center, float radius, Vector2 axis, Color color);
 public BitmapRenderer(LWF lwf, BitmapContext context)
     : base(lwf)
 {
     m_context = context;
     m_property = new MaterialPropertyBlock();
     m_matrix = new Matrix4x4();
     m_renderMatrix = new Matrix4x4();
     m_colorMult = new UnityEngine.Color();
     #if LWF_USE_ADDITIONALCOLOR
     m_colorAdd = new UnityEngine.Color();
     #endif
 }
            public TextRenderer(LWF lwf, TextContext context)
                : base(lwf)
            {
                m_context = context;
                m_matrix = new Matrix4x4();
                m_renderMatrix = new Matrix4x4();
                m_colorMult = new UnityEngine.Color();
                #if LWF_USE_ADDITIONALCOLOR
                m_colorAdd = new UnityEngine.Color();
                #endif
                if (m_context != null && m_context.systemFontRenderer != null) {
                ISystemFontRenderer.Parameter p =
                context.systemFontRendererParameter;
                float scale = lwf.scaleByStage;
                m_context.systemFontRenderer.Init(
                p.mSize * scale,
                p.mWidth * scale,
                p.mHeight * scale,
                p.mStyle,
                p.mAlign,
                p.mVerticalAlign,
                p.mLineSpacing * scale,
                p.mLetterSpacing * scale,
                p.mLeftMargin * scale,
                p.mRightMargin * scale);
                }

                CombinedMeshRenderer.Factory factory =
                lwf.rendererFactory as CombinedMeshRenderer.Factory;
                if (factory != null) {
                m_shouldBeOnTop = true;
                m_zOffset = Mathf.Abs(factory.zRate);
                }
            }
 public override void DrawPlane(ref Vector3 planeNormal, float planeConst, ref Matrix trans, ref Vector3 color)
 {
     UnityEngine.Vector3 pos = BSExtensionMethods2.ExtractTranslationFromMatrix(ref trans);
     UnityEngine.Quaternion rot = BSExtensionMethods2.ExtractRotationFromMatrix(ref trans);
     UnityEngine.Vector3 scale = BSExtensionMethods2.ExtractScaleFromMatrix(ref trans);
     UnityEngine.Color c = new UnityEngine.Color(color.X, color.Y, color.Z);
     BUtility.DebugDrawPlane(pos, rot, scale, planeNormal.ToUnity(), planeConst, c);
 }
 public override void DrawSphere(ref Vector3 p, float radius, ref Vector3 color)
 {
     UnityEngine.Color c = new UnityEngine.Color(color.X, color.Y, color.Z);
     BUtility.DebugDrawSphere(p.ToUnity(),UnityEngine.Quaternion.identity,UnityEngine.Vector3.one, UnityEngine.Vector3.one * radius, c);
 }
Exemple #55
0
            public TextContext(Factory f, GameObject p, Data data, Format.Text text)
            {
                factory = f;
                parent = p;

                Format.TextProperty textProperty =
                data.textProperties[text.textPropertyId];
                Format.Font fontProperty = data.fonts[textProperty.fontId];
                color = factory.ConvertColor(data.colors[text.colorId]);

                string str = data.strings[text.stringId];
                string fontName = data.strings[fontProperty.stringId];
                string fontPath = factory.fontPrefix + fontName;
                float fontHeight = (float)textProperty.fontHeight;
                float width = (float)text.width;
                float height = (float)text.height;
                float lineSpacing = 1.0f + (float)textProperty.leading / fontHeight;
                float letterSpacing = (float)fontProperty.letterspacing / fontHeight;
                float tabSpacing = 4.0f;
                float leftMargin = textProperty.leftMargin / fontHeight;
                float rightMargin = textProperty.rightMargin / fontHeight;

                if (fontName.StartsWith("_")) {

                ISystemFontRenderer.Style style = ISystemFontRenderer.Style.NORMAL;

                ISystemFontRenderer.Align align;
                int a = textProperty.align & (int)Align.ALIGN_MASK;
                switch (a) {
                default:
                case (int)Align.LEFT:
                align = ISystemFontRenderer.Align.LEFT;   break;
                case (int)Align.RIGHT:
                align = ISystemFontRenderer.Align.RIGHT;  break;
                case (int)Align.CENTER:
                align = ISystemFontRenderer.Align.CENTER; break;
                }

                ISystemFontRenderer.VerticalAlign valign;
                int va = textProperty.align & (int)Align.VERTICAL_MASK;
                switch (va) {
                default:
                valign = ISystemFontRenderer.VerticalAlign.TOP;
                break;
                case (int)Align.VERTICAL_BOTTOM:
                valign = ISystemFontRenderer.VerticalAlign.BOTTOM;
                break;
                case (int)Align.VERTICAL_MIDDLE:
                valign = ISystemFontRenderer.VerticalAlign.MIDDLE;
                break;
                }

                systemFontRendererParameter = new ISystemFontRenderer.Parameter(
                fontHeight, width, height, style, align, valign, lineSpacing,
                letterSpacing, leftMargin, rightMargin);
                systemFontRenderer = ISystemFontRenderer.Construct();
                systemFontRenderer.SetText(str, color);

                } else {

                BitmapFont.Renderer.Align align;
                int a = textProperty.align & (int)Align.ALIGN_MASK;
                switch (a) {
                default:
                case (int)Align.LEFT:
                align = BitmapFont.Renderer.Align.LEFT;   break;
                case (int)Align.RIGHT:
                align = BitmapFont.Renderer.Align.RIGHT;  break;
                case (int)Align.CENTER:
                align = BitmapFont.Renderer.Align.CENTER; break;
                }

                BitmapFont.Renderer.VerticalAlign valign;
                int va = textProperty.align & (int)Align.VERTICAL_MASK;
                switch (va) {
                default:
                valign = BitmapFont.Renderer.VerticalAlign.TOP;
                break;
                case (int)Align.VERTICAL_BOTTOM:
                valign = BitmapFont.Renderer.VerticalAlign.BOTTOM;
                break;
                case (int)Align.VERTICAL_MIDDLE:
                valign = BitmapFont.Renderer.VerticalAlign.MIDDLE;
                break;
                }

                bitmapFontRenderer = new BitmapFont.Renderer(fontPath,
                fontHeight,
                width,
                height,
                align,
                valign,
                0.25f,
                lineSpacing,
                letterSpacing,
                tabSpacing,
                leftMargin,
                rightMargin);
                bitmapFontRenderer.SetText(str, color);

                }
            }
 public override void DrawArc(ref Vector3 center, ref Vector3 normal, ref Vector3 axis, float radiusA, float radiusB, float minAngle, float maxAngle,
     ref Vector3 color, bool drawSect, float stepDegrees)
 {
     UnityEngine.Color col = new UnityEngine.Color(color.X, color.Y, color.Z);
     BUtility.DebugDrawArc(center.ToUnity(), normal.ToUnity(), axis.ToUnity(), radiusA, radiusB, minAngle, maxAngle, col, drawSect, stepDegrees);
 }
Exemple #57
0
 public static Engine.Math.Color ToEngineColor(this UnityEngine.Color color)
 {
     UnityEngine.Color32 c32 = color;
     return(new Engine.Math.Color(c32.r, c32.g, c32.b, c32.a));
 }
 public void SetMaterial(Material material, UnityEngine.Color ac)
 {
     if (canvasRenderer.GetMaterial() != material)
     canvasRenderer.SetMaterial(material, null);
     additionalColor = ac;
     buffer.modified = true;
 }
Exemple #59
0
        private void UnturnedPlayerEvents_OnPlayerChatted(Rocket.Unturned.Player.UnturnedPlayer player, ref UnityEngine.Color color, string message, SDG.Unturned.EChatMode chatMode, ref bool cancel)
        {
            var result = GetChannel(player.CSteamID);

            if (result != null && chatMode == 0 && player.HasPermission("channel." + result.Channel.ToLower()) && result.Channel.ToLower() != "global" && !message.StartsWith("/") && !message.StartsWith("@"))
            {
                cancel = true;
                foreach (var steamplayer in Provider.clients)
                {
                    UnturnedPlayer stm = UnturnedPlayer.FromSteamPlayer(steamplayer);
                    if (stm.HasPermission("channel." + result.Channel.ToLower()))
                    {
                        UnturnedChat.Say(steamplayer.playerID.steamID, "[" + result.Channel + "] " + player.CharacterName + " : " + message);
                        Times = 1;
                    }
                }
            }
            if (result.Channel.ToLower() == "global" && chatMode == 0 && (!message.StartsWith("/") && !message.StartsWith("@")))
            {
                if (player.HasPermission("chat.global"))
                {
                    ChatManager.instance.askChat(player.CSteamID, 0, message);
                    Times = 1;
                }
            }
            if (Times == 0)
            {
                UnturnedChat.Say(player, Translate("no_permission"));
            }
        }
		public Action_bt_Level_DeathMatch_0_node10()
		{
			this.m_resultOption = EBTStatus.BT_SUCCESS;
			method_p0 = "Tank_Wander_RandomFire";
			method_p2 = new UnityEngine.Color();
			method_p2.a = 1f;
			method_p2.b = 1f;
			method_p2.g = 0f;
			method_p2.r = 0f;
		}