// nullable public static NetworkSkinModifier Deserialize(DataSerializer s, IPrefabCollection prefabCollection, NetworkSkinLoadErrors errors) { var type = (NetworkSkinModifierType)s.ReadUInt8(); switch (type) { case NetworkSkinModifierType.TerrainSurface: return(TerrainSurfaceModifier.DeserializeImpl(s, errors)); case NetworkSkinModifierType.Color: return(ColorModifier.DeserializeImpl(s, errors)); case NetworkSkinModifierType.StreetLight: return(StreetLightModifier.DeserializeImpl(s, prefabCollection, errors)); case NetworkSkinModifierType.Tree: return(TreeModifier.DeserializeImpl(s, prefabCollection, errors)); case NetworkSkinModifierType.Pillar: return(PillarModifier.DeserializeImpl(s, prefabCollection, errors)); case NetworkSkinModifierType.Catenary: return(CatenaryModifier.DeserializeImpl(s, prefabCollection, errors)); default: return(null); } }
public static Color ModifyColor(Color startColor, ColorModifier modifier) { double lightnessFactor = 1; switch (modifier) { case ColorModifier.Lighten: lightnessFactor = 2; break; case ColorModifier.Darken: lightnessFactor = 0.5; break; default: break; } var hlsColor = RgbToHls(startColor); hlsColor.L = hlsColor.L * lightnessFactor; var result = HlsToRgb(hlsColor); return(result); }
void Awake() { this.enemySpawner = GameObject.FindObjectOfType <EnemySpawner>(); Transform sprite = transform.Find("Sprite"); this.colorModifier = sprite.GetComponent <ColorModifier>(); this.hitParticle = Resources.Load("Prefabs/hitParticleSystem", typeof(GameObject)) as GameObject; }
public IEnumerator ApplyPowerUp(GameObject Other) { PaddleController Paddle = Other.GetComponent <PaddleController>(); // If the other component alread has a power up destroy the power up now if (Paddle.HasPowerUp) { Destroy(gameObject); yield return(null); } // GetComponent <SpriteRenderer>().enabled = false; GetComponent <BoxCollider2D>().enabled = false; switch (PowerUpType) { case Type.LARGE_PADDLE: Paddle.HasPowerUp = true; Other.transform.localScale = new Vector3(100f, 200f); yield return(new WaitForSeconds(PowerUpTime)); Paddle.HasPowerUp = false; Other.transform.localScale = new Vector3(100f, 100f); break; case Type.MAGNETIC_PADDLE: Paddle.IsMagnetic = true; Paddle.HasPowerUp = true; Other.GetComponent <ColorModifier>().ModifierMode = ColorModifier.ColorMode.FIXED; Other.GetComponent <ColorModifier>().SetColor(new Color(1, 1, 1)); yield return(new WaitForSeconds(PowerUpTime)); Paddle.IsMagnetic = false; Paddle.HasPowerUp = false; GameObject.Find("Ball").GetComponent <BallComponent>().CurrentStatus = BallComponent.Status.Moving; Other.GetComponent <ColorModifier>().ModifierMode = ColorModifier.ColorMode.TIME_BASED; break; case Type.STRONG_BALL: BallComponent Ball = GameObject.Find("Ball").GetComponent <BallComponent>(); ColorModifier BallColor = GameObject.Find("Ball").GetComponent <ColorModifier>(); Paddle.HasPowerUp = true; Ball.isOnFire = true; BallColor.ModifierMode = ColorModifier.ColorMode.FIXED; BallColor.SetColor(new Color(1f, 0f, 0f)); yield return(new WaitForSeconds(PowerUpTime)); Paddle.HasPowerUp = false; BallColor.ModifierMode = ColorModifier.ColorMode.TIME_BASED; Ball.isOnFire = false; break; } // Destroy the object Destroy(gameObject); }
void Start() { radialFillControl = GameObject.FindObjectOfType <RadialFillControl> (); attackMaskControl = GameObject.FindObjectOfType <AttackMaskControl> (); int dictIndex = 1; foreach (BossAttack attack in AttackLists.chosenAttacksArray) { if (attack != null) { attackDict.Add(dictIndex, attack); dictIndex++; } } if (attackDict[1].frequency < Parameters.SLOW_ATTACK_LIMIT) { setAttack(1); } else { foreach (KeyValuePair <int, BossAttack> keyVal in attackDict) { if (keyVal.Value.frequency < Parameters.SLOW_ATTACK_LIMIT) { setAttack(keyVal.Key); break; } } } Transform aim = UnityUtils.RecursiveFind(transform, "Image"); this.aimColorModifier = aim.GetComponent <ColorModifier>(); aimColorModifier.SetDefaultColor(Parameters.AIM_DEFAULT_COLOR); aimColorModifier.SetSelectedColor(Parameters.AIM_DAMAGE_COLOR); UnityUtils.RecursiveFind(transform, "Image").GetComponent <Image>().color = Parameters.AIM_DEFAULT_COLOR; }
void Start() { this.character1 = StaticCharacterHolder.characters [1 - 1]; this.character2 = StaticCharacterHolder.characters [2 - 1]; pauseMenu = GameObject.Find("PauseMenu"); pauseMenu.SetActive(false); timeUntilPressAnyKey = 1.0f; pauseBackgroundToggel = GameObject.Find("PauseBackground").GetComponent <ColorModifier> (); pauseBackgroundToggel.SetDefaultColor(new Color32(0, 0, 0, 0)); pauseBackgroundToggel.SetSelectedColor(new Color32(120, 120, 120, 160)); healthBars = new ProgressBarBehaviour[StaticCharacterHolder.characters.Count]; ProgressBarBehaviour character1HealthBar = GameObject.Find("Character1HealthBar").GetComponent <ProgressBarBehaviour> (); healthBars [0] = character1HealthBar; ProgressBarBehaviour character2HealthBar = GameObject.Find("Character2HealthBar").GetComponent <ProgressBarBehaviour> (); character2HealthBar.SetDirection(-1); //Flip the health bar on the right. healthBars[1] = character2HealthBar; winnerText = GameObject.Find("WinnerText").GetComponent <Text> (); pressAnyKeyText = GameObject.Find("PressAnyKeyText").GetComponent <Text> (); gameOver = false; paused = false; }
public RelativeColorExtension(ColorModifier modifier, Color startColor) { Modifier = modifier; StartColor = startColor; }
public static IEnumerator ChangeToDefaultColorAfterTime(ColorModifier colorModifier, float time) { yield return(new WaitForSeconds(time)); colorModifier.DeSelect(); }
public ColorModifierEditor(SplineUser user, SplineUserEditor editor, ColorModifier input) : base(user, editor, input) { module = input; title = "Color Modifiers"; }