コード例 #1
1
ファイル: DebugUtils.cs プロジェクト: siwenRen/Wolf
		public static void DrawDoubleCircle(Vector3 origin, Quaternion rotation, float radius1, float radius2, int pieceCount, Color color)
		{
			if (3 > pieceCount)
			{
				return;
			}
			if (0 >= radius1 || 0 >= radius2)
			{
				return;
			}
			
			float pieceAngle = 360.0f / pieceCount;
			
			Vector3 p0_1 = origin + rotation * Vector3.forward * radius1;
			Vector3 p0_2 = origin + rotation * Vector3.forward * radius2;
			Vector3 p1_1 = p0_1;
			Vector3 p1_2 = p0_2;
			for (int i = 0; i < pieceCount-1; ++i)
			{
				var r = Quaternion.Euler(0, pieceAngle*(i+1), 0);
				Vector3 p2_1 = origin + rotation * (r * Vector3.forward * radius1);
				Vector3 p2_2 = origin + rotation * (r * Vector3.forward * radius2);
				Debug.DrawLine(p1_1, p2_1, color);
				Debug.DrawLine(p1_2, p2_2, color);
				Debug.DrawLine(p2_1, p2_2, color);
				
				p1_1 = p2_1;
				p1_2 = p2_2;
			}
			Debug.DrawLine(p0_1, p1_1, color);
			Debug.DrawLine(p0_1, p0_2, color);
		}
コード例 #2
1
        /// <summary>
        /// Implementation of Besenham's line algorithm:
        /// http://en.wikipedia.org/wiki/Bresenham%27s_line_algorithm#Simplification
        /// </summary>
        public void DrawLine(Vector2 p1, Vector2 p2, Color color)
        {
            int dx = Mathf.Abs((int) (p1.x - p2.x));
            int dy = Mathf.Abs((int) (p1.y - p2.y));
            int sx = (p1.x < p2.x) ? 1 : -1;
            int sy = (p1.y < p2.y) ? 1 : -1;
            int err = dx - dy;
            int err2;

            while (true)
            {
              content.SetPixel((int) p1.x, (int) p1.y, color);
              if (p1.x == p2.x && p1.y == p2.y) break;
              err2 = err << 1;
              if (err2 > -dy)
              {
            err -= dy;
            p1.x += sx;
              }

              if (err2 < dx)
              {
            err += dx;
            p1.y += sy;
              }
            }
        }
コード例 #3
1
ファイル: DebugUtils.cs プロジェクト: siwenRen/Wolf
		public static void DrawCircle(Vector3 origin, Quaternion rotation, float radius, int pieceCount, Color color)
		{
			if (3 > pieceCount)
			{
				return;
			}
			if (0 >= radius)
			{
				return;
			}

			float pieceAngle = 360.0f / pieceCount;

			Vector3 p0 = origin + rotation * Vector3.forward * radius;
			Vector3 p1 = p0;
			for (int i = 0; i < pieceCount-1; ++i)
			{
				var r = Quaternion.Euler(0, pieceAngle*(i+1), 0);
				Vector3 p2 = origin + rotation * (r * Vector3.forward * radius);
				Debug.DrawLine(p1, p2, color);

				p1 = p2;
			}
			Debug.DrawLine(p0, p1, color);
		}
コード例 #4
0
        public void DoDrawTextureCircle(Texture2D tex, int cx, int cy, int r, Color col)
        {
            //Color32 _col = (Color32)col;

               int x, y, px, nx, py, ny, d;

              // Color32[] tempArray = tex.GetPixels32();

               for (x = 0; x <= r; x++)
               {
             d = (int)Mathf.Ceil(Mathf.Sqrt(r * r - x * x));
             for (y = 0; y <= d; y++)
             {
              px = cx + x;
              nx = cx - x;
              py = cy + y;
              ny = cy - y;

             tex.SetPixel(px, py, col);
              	tex.SetPixel(nx, py, col);

             	 tex.SetPixel(px, ny, col);
             	 tex.SetPixel(nx, ny, col);

             // tempArray[py*1024 + px] = _col;
             // tempArray[py*1024 + nx] = _col;
             // tempArray[ny*1024 + px] = _col;
               //   tempArray[ny*1024 + nx] = _col;
             }
               }
             //  tex.SetPixels32(tempArray);
               tex.Apply ();
        }
コード例 #5
0
        public DebugArrow(Color color, bool seeThrough = false)
        {
            gameObject = new GameObject("DebugArrow");
            gameObject.layer = 15; // Change layer. Not reentry effect that way (TODO :  try 22)

            haft = CreateCone(1f, 0.05f, 0.05f, 0f, 20);
            haft.transform.parent = gameObject.transform;
            haft.transform.localRotation = Quaternion.Euler(90, 0, 0);
            haft.layer = 15;

            cone = CreateCone(coneLength, 0.15f, 0f, 0f, 20);
            cone.transform.parent = gameObject.transform;
            cone.transform.localRotation = Quaternion.Euler(90, 0, 0);
            cone.layer = 15;

            SetLength(4);

            _haftMeshRenderer = haft.AddComponent<MeshRenderer>();
            _coneMeshRenderer = cone.AddComponent<MeshRenderer>();

            _haftMeshRenderer.material.color = color;
            _haftMeshRenderer.castShadows = false;
            _haftMeshRenderer.receiveShadows = false;

            _coneMeshRenderer.material.color =  color;
            _coneMeshRenderer.castShadows = false;
            _coneMeshRenderer.receiveShadows = false;

            SeeThrough(seeThrough);
        }
コード例 #6
0
ファイル: ColorExt.cs プロジェクト: Evellex/Eldrinth
 public static void Write(this BinaryWriter writer, Color input)
 {
     writer.Write(input.r);
     writer.Write(input.g);
     writer.Write(input.b);
     writer.Write(input.a);
 }
コード例 #7
0
        void Start()
        {
            baseColour = Color.clear;

            //m_flagAlpha = flagRenderer != null ? flagRenderer.material.color.a : 1.0f;
            myFaction = gameObject.GetComponent<FactionIndentifier>();
        }
コード例 #8
0
ファイル: SetHue.cs プロジェクト: MRGS/ArcadeRoyale
 public override Color Transform(Color input, float randomValue)
 {
     return input
         .ToHSL()
         .WithHue(GLRandom.RandomOffset(hue, range))
         .Color;
 }
コード例 #9
0
        private Texture2D DownSample(Texture2D src)
        {
            int width = 1024, height = 512;
            Texture2D dst = new Texture2D(width, height, TextureFormat.ARGB32, false);
            Color[] cs = new Color[width * height];
            for (int x = 0; x < width; ++x)
            for (int y = 0; y < height; ++y) {
                int dstIndex = x + y * width;
                Color dstColor = Color.black;

                for (int subX = 0; subX < 4; ++subX)
                    for (int subY = 0; subY < 4; ++subY) {
                        Color srcColor = src.GetPixel(x * 4 + subX, y * 4 + subY);
                        dstColor += srcColor;
                    }

                dstColor /= 16.0f;
                dstColor.a = 1.0f;

                cs[dstIndex] = dstColor;
            }
            dst.SetPixels(cs);
            dst.Apply();

            return dst;
        }
コード例 #10
0
ファイル: EditorUtils.cs プロジェクト: MRGS/ArcadeRoyale
        public static void DrawNodeCurve(Rect start, Vector3 endPos)
        {
            var startPos = new Vector3(start.x + start.width, start.y + start.height / 2, 0);
            var startTan = startPos + Vector3.right * 50;
            var endTan = endPos + Vector3.left * 50;
            var shadowCol = new Color(0, 0, 0, 0.06f);

            for (int i = 0; i < 3; i++)
            {// Draw a shadow
                Handles.DrawBezier(startPos, endPos, startTan, endTan, shadowCol, null, (i + 1) * 5);
            }

            Handles.DrawBezier(startPos, endPos, startTan, endTan, Color.black, null, 1);

            var oldColor = Handles.color;

            Handles.color = new Color(.3f, 0.1f, 0.1f);

            Handles.DrawSolidDisc(
                (startPos + endPos) / 2,
                Vector3.forward,
                5);

            Handles.color = Color.black;

            Handles.DrawWireDisc(
                (startPos + endPos) / 2,
                Vector3.forward,
                5);

            Handles.color = oldColor;
        }
コード例 #11
0
ファイル: MeshCutter.cs プロジェクト: seonwifi/bongbong
 /// <summary>
 /// cut mesh by plane
 /// </summary>
 /// <param name="mesh">mesh to cut</param>
 /// <param name="meshTransform">transformation of the mesh</param>
 /// <param name="plane">cutting plane</param>
 /// <param name="triangulateHoles">flag for triangulation of holes</param>
 /// <param name="crossSectionVertexColor">this color will be assigned to cross section, valid only for vertex color shaders</param>
 /// <param name="crossUV">uv mapping area for cross section</param>
 /// <param name="allowOpenMesh">allow cutting of open mesh</param>
 /// <returns>processing time</returns>
 public float Cut(Mesh mesh, Transform meshTransform, Math.Plane plane, bool triangulateHoles, bool allowOpenMesh, ref List<CutterMesh> meshes,
                  Color crossSectionVertexColor, Vector4 crossUV)
 {
     this.crossSectionVertexColour = crossSectionVertexColor;
     this.crossSectionUV = crossUV;
     return Cut(mesh, meshTransform, plane, triangulateHoles, allowOpenMesh, ref meshes);
 }
コード例 #12
0
ファイル: Panels.cs プロジェクト: li5414/UnityFlatEditor
 public static void Line(float yOrigin, Color color)
 {
     var rect = new Rect(0, yOrigin, Screen.width, 1);
     GUI.color = color;
     GUI.DrawTexture(rect, Drawing.Pixel);
     Colors.ResetUIColor();
 }
コード例 #13
0
 void Start()
 {
     myColor = GetComponent<Renderer>().material.color;
     myCollider = GetComponent<Collider>();
     //myMenu = GetComponent<Transform>().parent.gameObject.GetComponent<MenuController>(); -> voir ligne 43 / 44
     transform.TransformPoint(1, 0, 0);
 }
コード例 #14
0
 Texture2D CreateColorTexture(Color color)
 {
     var texture = new Texture2D(1, 1);
     texture.SetPixel(1, 1, color);
     texture.Apply();
     return texture;
 }
コード例 #15
0
ファイル: AutoFade.cs プロジェクト: Zerophase/DyMProject
 public static void LoadLevel(int aLevelIndex, float aFadeOutTime, float aFadeInTime, Color aColor)
 {
     if (Fading) return;
     Instance.m_LevelName = "";
     Instance.m_LevelIndex = aLevelIndex;
     Instance.StartFade(aFadeOutTime, aFadeInTime, aColor);
 }
コード例 #16
0
 public static void DrawText(Vector3 position, string text, Color color)
 {
     #if UNITY_EDITOR
     UnityEditor.Handles.color = color;
     UnityEditor.Handles.Label(position, text);
     #endif
 }
コード例 #17
0
ファイル: resize.cs プロジェクト: hashashin/ksp-img_viewer
 private static Color ColorLerpUnclamped(Color c1, Color c2, float value)
 {
     return new Color(c1.r + (c2.r - c1.r)*value,
         c1.g + (c2.g - c1.g)*value,
         c1.b + (c2.b - c1.b)*value,
         c1.a + (c2.a - c1.a)*value);
 }
コード例 #18
0
ファイル: VoxelFont.cs プロジェクト: gdgeek/fly
 public void setup(char text, Color font, Color bg)
 {
     _text = text;
     _fontColor = font;
     _bgColor = bg;
     rebuilt ();
 }
コード例 #19
0
ファイル: Panels.cs プロジェクト: li5414/UnityFlatEditor
        private static void DrawPanel(Rect rect, Color color, PanelStyleOption option)
        {
            GUI.color = color;
            GUI.Box(rect, "", PanelStyle(option));

            Colors.ResetUIColor();
        }
コード例 #20
0
ファイル: DebugUtils.cs プロジェクト: siwenRen/Wolf
		public static void DrawRect(Vector3 left, Vector3 right, Vector3 leftEnd, Vector3 rightEnd, Color color)
		{
			Debug.DrawLine(left, right, color);
			Debug.DrawLine(left, leftEnd, color);
			Debug.DrawLine(right, rightEnd, color);
			Debug.DrawLine(leftEnd, rightEnd, color);
		}
コード例 #21
0
ファイル: PSMoveUtil.cs プロジェクト: C453/Valdemar
		public static int GetHueFromColor(Color color) {
			float r, g, b;
			int h = 0;
			r = color.r;
			g = color.g;
			b = color.b;
			if(r >= g && g >= b) {
				h = (int)(60 * GetFraction(r,g,b));
			}
			else if(g > r && r >= b) {
				h = (int)(60 * (2-GetFraction(g,r,b)));
			}
			else if(g >= b && b > r) {
				h = (int)(60 * (2+GetFraction(g,b,r)));
			}
			else if(b > g && g > r) {
				h = (int)(60 * (4-GetFraction(b,g,r)));
			}
			else if(b > r && r >= g) {
				h = (int)(60 * (4+GetFraction(b,r,g)));
			}
			else if(r >= b && b > g) {
				h = (int)(60 * (6-GetFraction(r,b,g)));
			}
			return h;
		}
コード例 #22
0
ファイル: DebugUtils.cs プロジェクト: siwenRen/Wolf
		public static void DrawBounds(Bounds bounds, Color color)
		{
			var size = bounds.size;

			var points = new Vector3[8];
			points[0] = bounds.center-bounds.extents;
			points[1] = points[0]+new Vector3(size.x, 0, 0);
			points[2] = points[0]+new Vector3(0, size.y, 0);
			points[3] = points[0]+new Vector3(0, 0, size.z);
			points[4] = bounds.center+bounds.extents;
			points[5] = points[4]-new Vector3(size.x, 0, 0);
			points[6] = points[4]-new Vector3(0, size.y, 0);
			points[7] = points[4]-new Vector3(0, 0, size.z);

			Debug.DrawLine(points[0], points[1], color);
			Debug.DrawLine(points[0], points[2], color);
			Debug.DrawLine(points[0], points[3], color);
			Debug.DrawLine(points[4], points[5], color);
			Debug.DrawLine(points[4], points[6], color);
			Debug.DrawLine(points[4], points[7], color);
			Debug.DrawLine(points[1], points[6], color);
			Debug.DrawLine(points[1], points[7], color);
			Debug.DrawLine(points[2], points[5], color);
			Debug.DrawLine(points[2], points[7], color);
			Debug.DrawLine(points[3], points[5], color);
			Debug.DrawLine(points[3], points[6], color);
		}
コード例 #23
0
ファイル: Sensor.cs プロジェクト: Schmork/EvoMotion2D
        void OnDrawGizmos()
        {
            if (target != null)         // show prey / predator indicators
            {
                var color = ch.Color;
                var arrowLenght = 0.4f;
                var direction = target.transform.position - transform.position;

                var clampDir = Vector3.ClampMagnitude(direction * arrowLenght, 40f);

                var start = getPointAtEdge(clampDir);
                if (WhatToWatch == WatchType.PREY)
                {
                    DrawArrow.GizmoArrow(start, clampDir, color);
                }
                if (WhatToWatch == WatchType.PREDATOR)
                {
                    DrawArrow.GizmoBlock(start, clampDir, color);
                }
            }

            if (!GizmoEnabled) return;      // show sensor raycasts

            var colorBright = GetComponentInParent<SpriteRenderer>().color;
            var colorDark = new Color(colorBright.r, colorBright.g, colorBright.b, 0.1f);

            DrawSensors.Draw(getPointAtEdge(leftRayDirection), leftRayDirection * rayRange, colorDark);
            DrawSensors.Draw(getPointAtEdge(rightRayDirection), rightRayDirection * rayRange, colorDark);

            DrawSensors.Draw(getPointAtEdge(sensorRayDirection), sensorRayDirection * rayRange, colorBright);
        }
コード例 #24
0
ファイル: Shape.cs プロジェクト: yinlei/Fishing
 public void DrawEllipse(Color fillColor)
 {
     _type = 2;
     _optimizeNotTouchable = false;
     _fillColor = fillColor;
     _requireUpdateMesh = true;
 }
コード例 #25
0
ファイル: SuperCubeUtil.cs プロジェクト: 2ty/race3d
		public static void ResampleColors(ref List<Color> aColorList, int aNewWidth, int aNewHeight, Color[] aPrevColors, int aStartIndex, int aOldWidth, int aOldHeight) {
			for (int y = 0; y < aNewHeight; ++y) {
				for (int x = 0; x < aNewWidth; ++x) {
					aColorList.Add(Sample(aPrevColors, aStartIndex, aOldWidth, aOldHeight, (float)x/(aOldWidth-1), (float)y/(aOldHeight-1)));
				}
			}
		}
コード例 #26
0
        public override void OnUpdate(float realTimeDelta, float simulationTimeDelta)
        {
            if (!ToolModule.ActiveOptions.IsFlagSet(ToolModule.ModOptions.RoadZoneModifier))
            {
                return;
            }

            if (ToolsModifierControl.toolController == null)
            {
                return;
            }

            var isUpgradeNetToolActive = GetIsUpgradeNetToolActive();

            // Keys Down --------------------------------------------------------------------------
            if (Input.GetKeyDown(KeyCode.LeftShift) || Input.GetKeyDown(KeyCode.RightShift))
            {
                if (isUpgradeNetToolActive && !_isActive)
                {
                    _isActive = true;
                    ZoneBlocksOffset.Mode = ZoneBlocksOffsetMode.HalfCell;

                    // 0 181 255 255
                    _originalColor = ToolsModifierControl.toolController.m_validColor;

                    // change tool overlay color so user can see that the modifier is enabled
                    ToolsModifierControl.toolController.m_validColor = new Color(60f / 255f, 0f, 1f, 1f);
                }
            }

            if (Input.GetKeyDown(KeyCode.LeftControl) || Input.GetKeyDown(KeyCode.RightControl))
            {
                if (isUpgradeNetToolActive && _isActive)
                {
                    ZoneBlocksOffset.Mode = ZoneBlocksOffsetMode.ForcedDefault;
                }
            }


            // Keys Up ----------------------------------------------------------------------------
            if (Input.GetKeyUp(KeyCode.LeftShift) || Input.GetKeyUp(KeyCode.RightShift))
            {
                if (_isActive)
                {
                    _isActive = false;

                    ZoneBlocksOffset.Mode = ZoneBlocksOffsetMode.Default;

                    ToolsModifierControl.toolController.m_validColor = _originalColor;
                }
            }

            if (Input.GetKeyUp(KeyCode.LeftControl) || Input.GetKeyUp(KeyCode.RightControl))
            {
                if (isUpgradeNetToolActive && _isActive)
                {
                    ZoneBlocksOffset.Mode = ZoneBlocksOffsetMode.HalfCell;
                }
            }
        }
コード例 #27
0
ファイル: TextureEx.cs プロジェクト: hiyijia/UnityEngineEx
        public static Texture2D MakeOutline(this Texture2D texture, int width)
        {
            Color[] c = texture.GetPixels();
            Color[] nc = new Color[c.Length];

            for (int y = 0; y < texture.height; y++)
                for (int x = 0; x < texture.width; x++) {
                    Color cc = c[x + y * texture.width];
                    if (cc.a < 0.1) {
                        float a = 0;
                        for (int cy = Mathf.Max(y - width, 0); cy <= Mathf.Min(y + width, texture.height - 1); cy++)
                            for (int cx = Mathf.Max(x - width, 0); cx <= Mathf.Min(x + width, texture.width - 1); cx++)
                                a = Mathf.Max(c[cx + cy * texture.width].a, a);

                        if (a > 0.1) {
                            nc[x + y * texture.width] = Color.black.Alpha(a);
                            goto skip;
                        }
                    }
                    if (cc.a > 0) {
                        cc = cc.Alpha(1.0f);
                    }
                    nc[x + y * texture.width] = cc;
                skip:;
                }

            texture.SetPixels(nc, 0);
            texture.Apply();
            return texture;
        }
コード例 #28
0
        // ===================================================================================
        // GUIStyle EXTENSIONS ---------------------------------------------------------------

        /// <summary>
        /// Sets the color of the given style's font.
        /// </summary>
        public static void SetFontColor(this GUIStyle guiStyle, Color color, bool setTurnedOnState = true, bool setTurnedOffState = true)
        {
            if (setTurnedOffState)
                guiStyle.normal.textColor = guiStyle.hover.textColor = guiStyle.active.textColor = guiStyle.focused.textColor = color;
            if (setTurnedOnState)
                guiStyle.onNormal.textColor = guiStyle.onHover.textColor = guiStyle.onActive.textColor = guiStyle.onFocused.textColor = color;
        }
コード例 #29
0
ファイル: LoadManager.cs プロジェクト: amaximan/educational
 public static Color LoadColor(JsonTextReader reader)
 {
     if (reader == null) return new Color(0, 0, 0, 0);
     Color color = new Color(0, 0, 0, 0);
     string currVal = "";
     while (reader.Read())
     {
         if (reader.Value != null)
         {
             if (reader.TokenType == JsonToken.PropertyName) currVal = (string)reader.Value;
             else
             {
                 switch (currVal)
                 {
                     case "r": color.r = (float)(double)reader.Value; break;
                     case "g": color.g = (float)(double)reader.Value; break;
                     case "b": color.b = (float)(double)reader.Value; break;
                     case "a": color.a = (float)(double)reader.Value; break;
                     default: break;
                 }
             }
         }
         else if (reader.TokenType == JsonToken.EndObject) return color;
     }
     return color;
 }
コード例 #30
0
		public ColorKey AddColorKey(float t, Color color)
		{
			ColorKey k = new ColorKey(t, color);
			Colors.Add(k);
			Colors.Sort();
			return k;
		}
コード例 #31
0
    static int CrossFadeColor(IntPtr L)
    {
        try
        {
            int count = LuaDLL.lua_gettop(L);

            if (count == 5)
            {
                UnityEngine.UI.Graphic obj  = (UnityEngine.UI.Graphic)ToLua.CheckObject <UnityEngine.UI.Graphic>(L, 1);
                UnityEngine.Color      arg0 = ToLua.ToColor(L, 2);
                float arg1 = (float)LuaDLL.luaL_checknumber(L, 3);
                bool  arg2 = LuaDLL.luaL_checkboolean(L, 4);
                bool  arg3 = LuaDLL.luaL_checkboolean(L, 5);
                obj.CrossFadeColor(arg0, arg1, arg2, arg3);
                return(0);
            }
            else if (count == 6)
            {
                UnityEngine.UI.Graphic obj  = (UnityEngine.UI.Graphic)ToLua.CheckObject <UnityEngine.UI.Graphic>(L, 1);
                UnityEngine.Color      arg0 = ToLua.ToColor(L, 2);
                float arg1 = (float)LuaDLL.luaL_checknumber(L, 3);
                bool  arg2 = LuaDLL.luaL_checkboolean(L, 4);
                bool  arg3 = LuaDLL.luaL_checkboolean(L, 5);
                bool  arg4 = LuaDLL.luaL_checkboolean(L, 6);
                obj.CrossFadeColor(arg0, arg1, arg2, arg3, arg4);
                return(0);
            }
            else
            {
                return(LuaDLL.luaL_throw(L, "invalid arguments to method: UnityEngine.UI.Graphic.CrossFadeColor"));
            }
        }
        catch (Exception e)
        {
            return(LuaDLL.toluaL_exception(L, e));
        }
    }
コード例 #32
0
    static int CrossFadeColor(IntPtr L)
    {
        try
        {
            int count = LuaDLL.lua_gettop(L);

            if (count == 5 && TypeChecker.CheckTypes(L, 1, typeof(UnityEngine.UI.Graphic), typeof(UnityEngine.Color), typeof(float), typeof(bool), typeof(bool)))
            {
                UnityEngine.UI.Graphic obj  = (UnityEngine.UI.Graphic)ToLua.ToObject(L, 1);
                UnityEngine.Color      arg0 = (UnityEngine.Color)ToLua.ToObject(L, 2);
                float arg1 = (float)LuaDLL.lua_tonumber(L, 3);
                bool  arg2 = LuaDLL.lua_toboolean(L, 4);
                bool  arg3 = LuaDLL.lua_toboolean(L, 5);
                obj.CrossFadeColor(arg0, arg1, arg2, arg3);
                return(0);
            }
            else if (count == 6 && TypeChecker.CheckTypes(L, 1, typeof(UnityEngine.UI.Graphic), typeof(UnityEngine.Color), typeof(float), typeof(bool), typeof(bool), typeof(bool)))
            {
                UnityEngine.UI.Graphic obj  = (UnityEngine.UI.Graphic)ToLua.ToObject(L, 1);
                UnityEngine.Color      arg0 = (UnityEngine.Color)ToLua.ToObject(L, 2);
                float arg1 = (float)LuaDLL.lua_tonumber(L, 3);
                bool  arg2 = LuaDLL.lua_toboolean(L, 4);
                bool  arg3 = LuaDLL.lua_toboolean(L, 5);
                bool  arg4 = LuaDLL.lua_toboolean(L, 6);
                obj.CrossFadeColor(arg0, arg1, arg2, arg3, arg4);
                return(0);
            }
            else
            {
                return(LuaDLL.luaL_throw(L, "invalid arguments to method: UnityEngine.UI.Graphic.CrossFadeColor"));
            }
        }
        catch (Exception e)
        {
            return(LuaDLL.toluaL_exception(L, e));
        }
    }
コード例 #33
0
    private void DrawRectangle(int posX, int posY, int width, int height, Color color)
    {
        if (posX + width > this.width)
        {
            width = this.width - posX;
        }

        if (posY + height > this.height)
        {
            height = this.height - posY;
        }

        var pixels = new UnityEngine.Color[width * height];

        for (int y = 0; y < height; ++y)
        {
            for (int x = 0; x < width; ++x)
            {
                pixels[y * width + x] = color;
            }
        }

        ((UnityTexture)this.texture).GetUnityTexture2D().SetPixels(posX, posY, width, height, pixels);
    }
コード例 #34
0
ファイル: Player.cs プロジェクト: sschoenholz/LD42
        // Use this for initialization
        void Start()
        {
            Transform t = GetComponent <Transform>();

            Vector3 scale = t.localScale;

            var entity_manager = World.Active.GetOrCreateManager <EntityManager>();

            player_archetype = entity_manager.CreateArchetype(
                typeof(Position), typeof(Velocity), typeof(Force), typeof(BondID), typeof(InteractionType));

            float xscale = 1.1f * scale.x / 2f;
            float yscale = scale.y / 2f;
            float zscale = 1.1f * scale.z / 2f;

            positions = new float3[] {
                new float3(-xscale, -yscale, -zscale),

                new float3(-xscale, -yscale, 0f),
                new float3(-xscale, -yscale, zscale),

                new float3(0f, -yscale, -zscale),
                new float3(xscale, -yscale, -zscale),

                new float3(0f, -yscale, zscale),
                new float3(xscale, -yscale, 0f),

                new float3(xscale, -yscale, zscale),
                new float3(0f, -yscale, 0f),

                new float3(-xscale, yscale, -zscale),

                new float3(-xscale, yscale, 0f),
                new float3(-xscale, yscale, zscale),

                new float3(0f, yscale, -zscale),
                new float3(xscale, yscale, -zscale),

                new float3(0f, yscale, zscale),
                new float3(xscale, yscale, 0f),

                new float3(xscale, yscale, zscale),
                new float3(0f, yscale, 0f),
            };

            if (debug_prototype)
            {
                debug_objects = new GameObject[positions.Length];
                for (int i = 0; i < positions.Length; i++)
                {
                    debug_objects[i] = Instantiate(debug_prototype);
                }
            }

            physical = new Entity[positions.Length];

            for (int i = 0; i < positions.Length; i++)
            {
                physical[i] = entity_manager.CreateEntity(player_archetype);

                entity_manager.SetComponentData(physical[i], new Position
                {
                    Value = positions[i] + center
                });

                entity_manager.SetComponentData(physical[i], new Velocity
                {
                    Value = new float3(0f, 0f, 0f)
                });

                entity_manager.SetComponentData(physical[i], new Force
                {
                    Value = new float3(0f, 0f, 0f)
                });

                entity_manager.SetComponentData(physical[i], new BondID
                {
                    Value = i
                });

                entity_manager.SetComponentData(physical[i], new InteractionType
                {
                    Value = Interaction.Object
                });
            }

            SimulateFrame.particle_count += positions.Length;

            bonds = new NativeHashMap <int, BondDistance>(
                positions.Length * positions.Length, Allocator.Persistent);
            for (int i = 0; i < positions.Length; i++)
            {
                for (int j = 0; j < positions.Length; j++)
                {
                    if (i != j)
                    {
                        int     hash = i * hash_constant + j;
                        Vector3 dr   = positions[i] - positions[j];
                        if (!bonds.TryAdd(hash, new BondDistance
                        {
                            Value = Vector3.Magnitude(dr)
                        }))
                        {
                            Debug.Log("Warning! Could not add bond to bonds list.");
                        }
                    }
                }
            }

            engines_work   = true;
            water_leaking  = 0;
            wave_magnitude = 1.4f;

            finished_tutorial = false;

            press_key_displayed = false;
            key_pressed         = false;

            has_lost = false;

            UnityEngine.Color c = press_key_object.GetComponent <TMPro.TMP_Text>().color;
            c.a = 0f;
            press_key_object.GetComponent <TMPro.TMP_Text>().color = c;

            c   = story_1_object.GetComponent <TMPro.TMP_Text>().color;
            c.a = 0f;
            story_1_object.GetComponent <TMPro.TMP_Text>().color = c;

            c   = story_2_object.GetComponent <TMPro.TMP_Text>().color;
            c.a = 0f;
            story_2_object.GetComponent <TMPro.TMP_Text>().color = c;

            c   = story_3_object.GetComponent <TMPro.TMP_Text>().color;
            c.a = 0f;
            story_3_object.GetComponent <TMPro.TMP_Text>().color = c;

            c   = story_4_object.GetComponent <TMPro.TMP_Text>().color;
            c.a = 0f;
            story_4_object.GetComponent <TMPro.TMP_Text>().color = c;

            c   = story_4_object.GetComponent <TMPro.TMP_Text>().color;
            c.a = 0f;
            story_4_object.GetComponent <TMPro.TMP_Text>().color = c;

            c   = story_5_object.GetComponent <TMPro.TMP_Text>().color;
            c.a = 0f;
            story_5_object.GetComponent <TMPro.TMP_Text>().color = c;

            c   = story_6_object.GetComponent <TMPro.TMP_Text>().color;
            c.a = 0f;
            story_6_object.GetComponent <TMPro.TMP_Text>().color = c;

            c   = story_7_object.GetComponent <TMPro.TMP_Text>().color;
            c.a = 0f;
            story_7_object.GetComponent <TMPro.TMP_Text>().color = c;

            c   = story_8_object.GetComponent <TMPro.TMP_Text>().color;
            c.a = 0f;
            story_8_object.GetComponent <TMPro.TMP_Text>().color = c;

            c   = goal_1_object.GetComponent <TMPro.TMP_Text>().color;
            c.a = 0f;
            goal_1_object.GetComponent <TMPro.TMP_Text>().color = c;

            c   = goal_2_object.GetComponent <TMPro.TMP_Text>().color;
            c.a = 0f;
            goal_2_object.GetComponent <TMPro.TMP_Text>().color = c;

            c   = victory_1_object.GetComponent <TMPro.TMP_Text>().color;
            c.a = 0f;
            victory_1_object.GetComponent <TMPro.TMP_Text>().color = c;

            c   = victory_2_object.GetComponent <TMPro.TMP_Text>().color;
            c.a = 0f;
            victory_2_object.GetComponent <TMPro.TMP_Text>().color = c;

            c   = uh_object.GetComponent <TMPro.TMP_Text>().color;
            c.a = 0f;
            uh_object.GetComponent <TMPro.TMP_Text>().color = c;

            c   = oh_object.GetComponent <TMPro.TMP_Text>().color;
            c.a = 0f;
            oh_object.GetComponent <TMPro.TMP_Text>().color = c;

            submerged_object.GetComponent <MeshRenderer>().enabled = false;

            c   = submerged_text_object.GetComponent <TMPro.TMP_Text>().color;
            c.a = 0f;
            submerged_text_object.GetComponent <TMPro.TMP_Text>().color = c;

            c   = lost_text_object.GetComponent <TMPro.TMP_Text>().color;
            c.a = 0f;
            lost_text_object.GetComponent <TMPro.TMP_Text>().color = c;

            c   = restart_text_object.GetComponent <TMPro.TMP_Text>().color;
            c.a = 0f;
            restart_text_object.GetComponent <TMPro.TMP_Text>().color = c;

            start_time = Time.time;

            water_per_pour = 2;
            tmp_blah       = false;
        }
コード例 #35
0
 public void DrawLine(int fromX, int fromY, int toX, int toY, UnityEngine.Color color)
 {
     this.SubPattern.Pattern.Editor.CurrentBrush.DrawLine(this, fromX, fromY, toX, toY, color);
 }
コード例 #36
0
    static int To(IntPtr L)
    {
        try
        {
            int count = LuaDLL.lua_gettop(L);

            if (count == 3 && TypeChecker.CheckTypes <UnityEngine.Vector4, UnityEngine.Vector4, float>(L, 1))
            {
                UnityEngine.Vector4 arg0 = ToLua.ToVector4(L, 1);
                UnityEngine.Vector4 arg1 = ToLua.ToVector4(L, 2);
                float             arg2   = (float)LuaDLL.lua_tonumber(L, 3);
                FairyGUI.GTweener o      = FairyGUI.GTween.To(arg0, arg1, arg2);
                ToLua.PushObject(L, o);
                return(1);
            }
            else if (count == 3 && TypeChecker.CheckTypes <UnityEngine.Color, UnityEngine.Color, float>(L, 1))
            {
                UnityEngine.Color arg0 = ToLua.ToColor(L, 1);
                UnityEngine.Color arg1 = ToLua.ToColor(L, 2);
                float             arg2 = (float)LuaDLL.lua_tonumber(L, 3);
                FairyGUI.GTweener o    = FairyGUI.GTween.To(arg0, arg1, arg2);
                ToLua.PushObject(L, o);
                return(1);
            }
            else if (count == 3 && TypeChecker.CheckTypes <UnityEngine.Vector3, UnityEngine.Vector3, float>(L, 1))
            {
                UnityEngine.Vector3 arg0 = ToLua.ToVector3(L, 1);
                UnityEngine.Vector3 arg1 = ToLua.ToVector3(L, 2);
                float             arg2   = (float)LuaDLL.lua_tonumber(L, 3);
                FairyGUI.GTweener o      = FairyGUI.GTween.To(arg0, arg1, arg2);
                ToLua.PushObject(L, o);
                return(1);
            }
            else if (count == 3 && TypeChecker.CheckTypes <float, float, float>(L, 1))
            {
                float             arg0 = (float)LuaDLL.lua_tonumber(L, 1);
                float             arg1 = (float)LuaDLL.lua_tonumber(L, 2);
                float             arg2 = (float)LuaDLL.lua_tonumber(L, 3);
                FairyGUI.GTweener o    = FairyGUI.GTween.To(arg0, arg1, arg2);
                ToLua.PushObject(L, o);
                return(1);
            }
            else if (count == 3 && TypeChecker.CheckTypes <UnityEngine.Vector2, UnityEngine.Vector2, float>(L, 1))
            {
                UnityEngine.Vector2 arg0 = ToLua.ToVector2(L, 1);
                UnityEngine.Vector2 arg1 = ToLua.ToVector2(L, 2);
                float             arg2   = (float)LuaDLL.lua_tonumber(L, 3);
                FairyGUI.GTweener o      = FairyGUI.GTween.To(arg0, arg1, arg2);
                ToLua.PushObject(L, o);
                return(1);
            }
            else
            {
                return(LuaDLL.luaL_throw(L, "invalid arguments to method: FairyGUI.GTween.To"));
            }
        }
        catch (Exception e)
        {
            return(LuaDLL.toluaL_exception(L, e));
        }
    }
コード例 #37
0
 public void SetLabelTextColor(UnityEngine.Color textColor)
 => SetTextColor("label", textColor);
コード例 #38
0
 public static System.Numerics.Vector4 ToImGui(this UnityEngine.Color c)
 {
     return(new System.Numerics.Vector4(c.r, c.g, c.b, c.a));
 }
コード例 #39
0
 static public int get_linear(IntPtr l)
 {
     UnityEngine.Color o = (UnityEngine.Color)checkSelf(l);
     pushValue(l, o.linear);
     return(1);
 }
コード例 #40
0
    private void SetTileVisuals(Node <Tile> node, TileInstance tileInstance, SpriteRenderer spriteRenderer, Color colour)
    {
        if (node.Data != startTile && node.Data != goalTile)
        {
            spriteRenderer.color = colour;
        }

        tileInstance.Node = node;
    }
コード例 #41
0
ファイル: UIUpdateGroup.cs プロジェクト: moto2002/FrameLock
 public void UF_SetRenderColor(UnityEngine.Color value)
 {
     UIColorTools.UF_SetRenderColor(this.gameObject, value);
 }
コード例 #42
0
 static public int constructor(IntPtr l)
 {
     try {
                     #if DEBUG
         var    method     = System.Reflection.MethodBase.GetCurrentMethod();
         string methodName = GetMethodName(method);
                     #if UNITY_5_5_OR_NEWER
         UnityEngine.Profiling.Profiler.BeginSample(methodName);
                     #else
         Profiler.BeginSample(methodName);
                     #endif
                     #endif
         int argc = LuaDLL.lua_gettop(l);
         UnityEngine.Color o;
         if (argc == 5)
         {
             System.Single a1;
             checkType(l, 2, out a1);
             System.Single a2;
             checkType(l, 3, out a2);
             System.Single a3;
             checkType(l, 4, out a3);
             System.Single a4;
             checkType(l, 5, out a4);
             o = new UnityEngine.Color(a1, a2, a3, a4);
             pushValue(l, true);
             pushValue(l, o);
             return(2);
         }
         else if (argc == 4)
         {
             System.Single a1;
             checkType(l, 2, out a1);
             System.Single a2;
             checkType(l, 3, out a2);
             System.Single a3;
             checkType(l, 4, out a3);
             o = new UnityEngine.Color(a1, a2, a3);
             pushValue(l, true);
             pushValue(l, o);
             return(2);
         }
         else if (argc == 0)
         {
             o = new UnityEngine.Color();
             pushValue(l, true);
             pushObject(l, o);
             return(2);
         }
         return(error(l, "New object failed."));
     }
     catch (Exception e) {
         return(error(l, e));
     }
             #if DEBUG
     finally {
                     #if UNITY_5_5_OR_NEWER
         UnityEngine.Profiling.Profiler.EndSample();
                     #else
         Profiler.EndSample();
                     #endif
     }
             #endif
 }
コード例 #43
0
 public void setColor32(UnityEngine.Color color)
 {
     Element.SetAttribute <Color, UnityEngine.Color>(color);
 }
コード例 #44
0
 public static void DrawRay(UnityEngine.Vector3 start, UnityEngine.Vector3 dir, UnityEngine.Color color, float duration = 0.0f, bool depthTest = true)
 {
     UnityEngine.Debug.DrawRay(start, dir, color, duration, depthTest);
 }
コード例 #45
0
 public GameSymbol(string text, UnityEngine.Color color)
 {
     Text  = text;
     Color = color;
 }
コード例 #46
0
    static int GetRecord(IntPtr L)
    {
        try
        {
            int count = LuaDLL.lua_gettop(L);

            if (count == 2 && TypeChecker.CheckTypes(L, 1, typeof(RecordTable), typeof(string)))
            {
                RecordTable obj  = (RecordTable)ToLua.ToObject(L, 1);
                string      arg0 = ToLua.ToString(L, 2);
                SingleField o    = obj.GetRecord(arg0);
                ToLua.PushObject(L, o);
                return(1);
            }
            else if (count == 3 && TypeChecker.CheckTypes(L, 1, typeof(RecordTable), typeof(string), typeof(UnityEngine.Vector2)))
            {
                RecordTable         obj  = (RecordTable)ToLua.ToObject(L, 1);
                string              arg0 = ToLua.ToString(L, 2);
                UnityEngine.Vector2 arg1 = (UnityEngine.Vector2)ToLua.ToObject(L, 3);
                UnityEngine.Vector2 o    = obj.GetRecord(arg0, arg1);
                ToLua.Push(L, o);
                return(1);
            }
            else if (count == 3 && TypeChecker.CheckTypes(L, 1, typeof(RecordTable), typeof(string), typeof(UnityEngine.Vector3)))
            {
                RecordTable         obj  = (RecordTable)ToLua.ToObject(L, 1);
                string              arg0 = ToLua.ToString(L, 2);
                UnityEngine.Vector3 arg1 = (UnityEngine.Vector3)ToLua.ToObject(L, 3);
                UnityEngine.Vector3 o    = obj.GetRecord(arg0, arg1);
                ToLua.Push(L, o);
                return(1);
            }
            else if (count == 3 && TypeChecker.CheckTypes(L, 1, typeof(RecordTable), typeof(string), typeof(UnityEngine.Color)))
            {
                RecordTable       obj  = (RecordTable)ToLua.ToObject(L, 1);
                string            arg0 = ToLua.ToString(L, 2);
                UnityEngine.Color arg1 = (UnityEngine.Color)ToLua.ToObject(L, 3);
                UnityEngine.Color o    = obj.GetRecord(arg0, arg1);
                ToLua.Push(L, o);
                return(1);
            }
            else if (count == 3 && TypeChecker.CheckTypes(L, 1, typeof(RecordTable), typeof(string), typeof(string)))
            {
                RecordTable obj  = (RecordTable)ToLua.ToObject(L, 1);
                string      arg0 = ToLua.ToString(L, 2);
                string      arg1 = ToLua.ToString(L, 3);
                string      o    = obj.GetRecord(arg0, arg1);
                LuaDLL.lua_pushstring(L, o);
                return(1);
            }
            else if (count == 3 && TypeChecker.CheckTypes(L, 1, typeof(RecordTable), typeof(string), typeof(bool)))
            {
                RecordTable obj  = (RecordTable)ToLua.ToObject(L, 1);
                string      arg0 = ToLua.ToString(L, 2);
                bool        arg1 = LuaDLL.lua_toboolean(L, 3);
                bool        o    = obj.GetRecord(arg0, arg1);
                LuaDLL.lua_pushboolean(L, o);
                return(1);
            }
            else if (count == 3 && TypeChecker.CheckTypes(L, 1, typeof(RecordTable), typeof(string), typeof(float)))
            {
                RecordTable obj  = (RecordTable)ToLua.ToObject(L, 1);
                string      arg0 = ToLua.ToString(L, 2);
                float       arg1 = (float)LuaDLL.lua_tonumber(L, 3);
                float       o    = obj.GetRecord(arg0, arg1);
                LuaDLL.lua_pushnumber(L, o);
                return(1);
            }
            else
            {
                return(LuaDLL.luaL_throw(L, "invalid arguments to method: RecordTable.GetRecord"));
            }
        }
        catch (Exception e)
        {
            return(LuaDLL.toluaL_exception(L, e));
        }
    }
コード例 #47
0
 public void SetColor(UnityEngine.Color color)
 {
     this.Color = color;
 }
コード例 #48
0
ファイル: HSVColor.cs プロジェクト: Chapmania/Juniper
 public bool Equals(UnityColor other)
 {
     return(Equals((HSVColor)other));
 }
コード例 #49
0
 public Color(UnityEngine.Color color, ColorMode mode)
 {
     this.color = color;
     this.mode  = mode;
 }
コード例 #50
0
 public ColorRGBA(UnityEngine.Color c) : this((byte)(c.r * 255), (byte)(c.g * 255), (byte)(c.b * 255), (byte)(c.a * 255))
 {
 }
コード例 #51
0
 public static Texture2D get(long code, GameTextureType type, Texture2D nullReturnValue = null)
 {
     try
     {
         PictureResource r;
         if (loadedList.TryGetValue(hashPic(code, type), out r))
         {
             Texture2D re = null;
             if (r.u_data != null)
             {
                 if (r.u_data == myBack)
                 {
                     return(nullReturnValue);
                 }
                 else
                 {
                     return(r.u_data);
                 }
             }
             if (r.data != null)
             {
                 re = new Texture2D(400, 600);
                 re.LoadImage(r.data);
                 r.u_data = re;
                 return(re);
             }
             if (r.hashed_data != null)
             {
                 int width  = r.hashed_data.GetLength(0);
                 int height = r.hashed_data.GetLength(1);
                 UnityEngine.Color[] cols = new UnityEngine.Color[width * height];
                 re = new Texture2D(width, height);
                 for (int h = 0; h < height; h++)
                 {
                     for (int w = 0; w < width; w++)
                     {
                         cols[h * width + w] = new UnityEngine.Color(r.hashed_data[w, h, 0], r.hashed_data[w, h, 1], r.hashed_data[w, h, 2], r.hashed_data[w, h, 3]);
                     }
                 }
                 re.SetPixels(0, 0, width, height, cols);
                 re.Apply();
                 r.u_data = re;
                 return(re);
             }
         }
         else
         {
             if (!addedMap.ContainsKey(hashPic(code, type)))
             {
                 PictureResource a = new PictureResource(type, code, nullReturnValue);
                 bLock = true;
                 waitLoadStack.Push(a);
                 bLock = false;
                 addedMap.Add((UInt64)type << 32 | (UInt64)code, true);
             }
         }
     }
     catch (Exception e)
     {
         Debug.Log("BIGERROR1:" + e.ToString());
     }
     return(null);
 }
コード例 #52
0
            public TextContext(Factory f, GameObject p, Data data, int objectId)
            {
                factory = f;
                parent  = p;

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

                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 = fontProperty.letterspacing;
                float  tabSpacing    = 4.0f;
                float  leftMargin    = textProperty.leftMargin / fontHeight;
                float  rightMargin   = textProperty.rightMargin / fontHeight;

                if (fontName.StartsWith("_"))
                {
                    ISystemFontRenderer.Style style;
                    if (fontName == "_bold")
                    {
                        style = ISystemFontRenderer.Style.BOLD;
                    }
                    else if (fontName == "_italic")
                    {
                        style = ISystemFontRenderer.Style.ITALIC;
                    }
                    else if (fontName == "_bold_italic")
                    {
                        style = ISystemFontRenderer.Style.BOLD_ITALIC;
                    }
                    else
                    {
                        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();
                }
                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);
                }
            }
コード例 #53
0
 static public int get_gamma(IntPtr l)
 {
     UnityEngine.Color o = (UnityEngine.Color)checkSelf(l);
     pushValue(l, o.gamma);
     return(1);
 }
コード例 #54
0
 Void UnityEngine.Rendering.SphericalHarmonicsL2::AddAmbientLightInternal(UnityEngine.Color,UnityEngine.Rendering.SphericalHarmonicsL2&)
コード例 #55
0
        public static string ValueHandleToUssString(StyleSheet sheet, UssExportOptions options, string propertyName, StyleValueHandle handle)
        {
            string str = "";

            switch (handle.valueType)
            {
            case StyleValueType.Keyword:
                str = sheet.ReadKeyword(handle).ToString().ToLower();
                break;

            case StyleValueType.Float:
            {
                var num = sheet.ReadFloat(handle);
                if (num == 0)
                {
                    str = "0";
                }
                else
                {
                    str = num.ToString(CultureInfo.InvariantCulture.NumberFormat);
                    if (IsLength(propertyName))
                    {
                        str += "px";
                    }
                }
            }
            break;

            case StyleValueType.Dimension:
                var dim = sheet.ReadDimension(handle);
                if (dim.value == 0 && !dim.unit.IsTimeUnit())
                {
                    str = "0";
                }
                else
                {
                    str = dim.ToString();
                }
                break;

            case StyleValueType.Color:
                UnityEngine.Color color = sheet.ReadColor(handle);
                str = ToUssString(color, options.useColorCode);
                break;

            case StyleValueType.ResourcePath:
                str = $"resource('{sheet.ReadResourcePath(handle)}')";
                break;

            case StyleValueType.Enum:
                str = sheet.ReadEnum(handle);
                break;

            case StyleValueType.String:
                str = $"\"{sheet.ReadString(handle)}\"";
                break;

            case StyleValueType.MissingAssetReference:
                str = $"url('{sheet.ReadMissingAssetReferenceUrl(handle)}')";
                break;

            case StyleValueType.AssetReference:
                var assetRef = sheet.ReadAssetReference(handle);
                str = GetPathValueFromAssetRef(assetRef);
                break;

            case StyleValueType.Variable:
                str = sheet.ReadVariable(handle);
                break;

            case StyleValueType.ScalableImage:
                var image       = sheet.ReadScalableImage(handle);
                var normalImage = image.normalImage;
                str = GetPathValueFromAssetRef(normalImage);
                break;

            default:
                throw new ArgumentException("Unhandled type " + handle.valueType);
            }
            return(str);
        }
コード例 #56
0
 private void DrawLine(Texture2D a_Texture, Vector2 ptStart, Vector2 ptEnd, UnityEngine.Color a_Color)
 {
     KinectInterop.DrawLine(a_Texture, (int)ptStart.x, (int)ptStart.y, (int)ptEnd.x, (int)ptEnd.y, a_Color);
 }
コード例 #57
0
 public void SetTextColor(string styleName, UnityEngine.Color textColor)
 {
     skin.GetStyle(styleName).normal.textColor = textColor;
 }
コード例 #58
0
ファイル: RayScript.cs プロジェクト: hekoh99/BoxGame
 // Start is called before the first frame update
 void Start()
 {
     preColor = GameObject.FindGameObjectWithTag("Box").GetComponent <MeshRenderer>().material.color;
 }
コード例 #59
0
 public static void DrawLine(UnityEngine.Vector3 start, UnityEngine.Vector3 end, UnityEngine.Color color, float duration = 0.0f, bool depthTest = true)
 {
     UnityEngine.Debug.DrawLine(start, end, color, duration, depthTest);
 }
コード例 #60
0
 public void DrawBrush(int brushX, int brushY, UnityEngine.Color color)
 {
     this.SubPattern.Pattern.Editor.CurrentBrush.Draw(this, brushX, brushY, color);
 }