private static Col GetPredefinedColor(Hues hue, LuminosityTypes luminosity) { if (_predefinedColors.ContainsKey(hue) && _predefinedColors[hue].ContainsKey(luminosity)) { return(_predefinedColors[hue][luminosity]); } return(new Col()); }
/// <summary> /// Returns a random color with the specified hue and luminosity /// </summary> /// <param name="hue">The approximate hue of the random color</param> /// <param name="luminosity">The approximate luminosity of the random color</param> public static UnityEngine.Color RandColor(Hues hue, LuminosityTypes luminosity) { if (_predefinedColors == null) { DefineColors(); } UnityEngine.Color baseColor = GetPredefinedColor(hue, luminosity); return(RandomizeColor(baseColor, DEFAULT_MAX_VARIANCE, hue == Hues.Monochrome)); }
private static UnityEngine.Color GetPredefinedColor(Hues hue, LuminosityTypes luminosity) { if (_predefinedColors.ContainsKey(hue) && _predefinedColors[hue].ContainsKey(luminosity)) { Col original = _predefinedColors[hue][luminosity]; return(ConvertColor(original.R, original.G, original.B, original.A)); } return(new UnityEngine.Color()); }
/// <summary> /// Returns a random color with the specified hue and random luminosity /// </summary> /// <param name="hue">The approximate hue of the random color</param> public static UnityEngine.Color RandColor(Hues hue) { LuminosityTypes luminosity = Rul.RandElement(LuminosityTypes.Light, LuminosityTypes.Medium, LuminosityTypes.Dark); return(RandColor(hue, luminosity)); }