Esempio n. 1
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    ///<summary>
    ///set new colors for all material listed in sceneMaterials
    ///</summary>
    public void SetSceneMaterialsColor()
    {
        ColorPack color_pack = colorManager.getColorComb()[0];    // get new color comb from  ColorManager


        int sizeOfMaterial = sceneMaterials.Length;                     // lenght of sceneMaterial
        int indMat         = 0;                                         // index of Material in sceneMaterial list
        int indClr         = 0;                                         // index of color in colorComb list

        mainCamera.backgroundColor = colorManager.getBackgroundColor(); // et color for backGround

        List <Color32> color_list       = color_pack.colors_list;
        int            sizeOfColorPacks = color_list.Count;      // number of colors in Color Combination

        while (indMat < sizeOfMaterial)
        {
            //if colors in colorComb finished, set pointer to zero and start over
            if (indClr >= sizeOfColorPacks)
            {
                indClr = 0;
            }

            ChangeColorOfMaterial(sceneMaterials[indMat], color_list[indClr]);

            indMat++;
            indClr++;
        }
    }
Esempio n. 2
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    public static ColorPack getColorPackFromJson(JSONNode colorPack)
    {
        ColorPack newColorPack = new ColorPack(colorPack["name"].Value);

        for (int i = 0; i < colorPack["colors"].Count; i++)
        {
            Color32 color = parseColorFromJson(colorPack["colors"][i]);
            newColorPack.colors_list.Add(color);
        }

        return(newColorPack);
    }
Esempio n. 3
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    public void changeUniverse(GameObject universeObj)
    {
        UniverseBlock block        = universeObj.GetComponent <UniverseBlock>();
        ColorPack     newColorPack = block.universesColor[Random.Range(0, block.universesColor.Length)];

        availableColors = newColorPack.colors;
        universeBonus   = newColorPack.bonus;
        chooseColor();
        pool.standBy(universeObj);
        block.stop();
        StartCoroutine(getAllWhite(true));
        StartCoroutine(returnDefaultColors(universeObj));
    }
Esempio n. 4
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        public static Color4 FromArgb(int argb)
        {
            ColorPack c = default;

            c.Argb = argb;

            return(new Color4(
                       c.R,
                       c.G,
                       c.B,
                       c.A
                       ));
        }
Esempio n. 5
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    public static ColorPack[] getColorPacksList()
    {
        string   dataFromFile = getDataFromLocalFile("color_collection1.txt");
        JSONNode data         = JSONNode.Parse(dataFromFile);

        ColorPack[] colorPacks = new ColorPack[data["color_packs"].Count];

        for (int i = 0; i < data["color_packs"].Count; i++)
        {
            ColorPack newColorPack = getColorPackFromJson(data["color_packs"][i]);
            colorPacks[i] = newColorPack;
        }

        return(colorPacks);
    }
Esempio n. 6
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 public GUIColorLookupAttribute(ColorPack uniqueColors)
 {
     Main   = uniqueColors.Main;
     Fields = uniqueColors.Fields;
 }