public static ColorStatic Create(System.Byte r, System.Byte g, System.Byte b) { ColorStatic cs = _new(); cs.red = r; cs.green = g; cs.blue = b; return(cs); }
void OnEnable() { cs = (ColorStatic)target; color = UnityEngine.ScriptableObject.CreateInstance <ColorPicker>(); color.color.r = cs.red / 255.0f; color.color.g = cs.green / 255.0f; color.color.b = cs.blue / 255.0f; color.color.a = 1.0f; }
private ColorHandler StaticColorHandler() { MouseZoneLogo zone = UnityEngine.ScriptableObject.CreateInstance <MouseZoneLogo>(); RateStatic rate = ScriptableObject.CreateInstance <RateStatic>(); rate.frequency = 0; rate.repeatLimit = 0; ColorStatic cyan = ColorStatic.Create(0, 194, 255); return(ColorHandler.Create(zone, IlluminationMode.Color, cyan, rate)); }
private ColorHandler RangedColorHandler() { KeyboardZoneMainKeyboard zone = UnityEngine.ScriptableObject.CreateInstance <KeyboardZoneMainKeyboard>(); ColorStatic cyan = ColorStatic.Create(0, 194, 255); ColorStatic green = ColorStatic.Create(0, 255, 0); ColorStatic red = ColorStatic.Create(255, 0, 0); ColorRange cyanRange = new ColorRange(0, 10, cyan); ColorRange redRange = new ColorRange(10, 20, red); ColorRange greenRange = new ColorRange(20, 100, green); ColorRange[] ranges = { cyanRange, redRange, greenRange }; return(ColorHandler.Create(zone, IlluminationMode.Color, ColorRanges.Create(ranges))); }
public static ColorHandler Create(DeviceZone.AbstractIlluminationDevice_Zone dz, IlluminationMode mode, ColorStatic color, RateStatic rate) { ColorHandler ch = Create(dz, mode); ch.color_static = color; ch.rate_static = rate; return(ch); }
public ColorRange(System.UInt32 low, System.UInt32 high, ColorStatic color) { this.low = low; this.high = high; color_static = color; }
private static ColorStatic _new() { ColorStatic cs = UnityEngine.ScriptableObject.CreateInstance <ColorStatic>(); return(cs); }