public void RenderBitmap_UsingSprite_ShouldFillColors() { // Arrange var colorMap = new Color[7, 7]; var frame = Color.White.ToBitmap(new[, ] { { true, true, false }, { false, true, false }, { false, true, true } }); var sprite = new GenericSprite(new Offset(4, 2), frame); var expected = Color.White.ToBitmap(new[, ] { { false, false, false, false, false, false, false }, { false, false, false, false, false, false, false }, { false, false, false, false, true, true, false }, { false, false, false, false, false, true, false }, { false, false, false, false, false, true, true }, { false, false, false, false, false, false, false }, { false, false, false, false, false, false, false } }); // Act ColorExtentions.RenderBitmap(colorMap, sprite); // Arrange Assert.Equal(expected, colorMap); }
public void HandleSetName(AdressedMessage adressedMessage) { if (game.started) { SendRequestDenied(adressedMessage); return; } SetNameMessage setNameMessage = (SetNameMessage)adressedMessage.message; lobby.players[adressedMessage.connectionID].name = setNameMessage.Name; int connectionID = adressedMessage.connectionID; NewPlayerMessage newPlayerMessage = new NewPlayerMessage { PlayerID = connectionID, PlayerColor = ColorExtentions.ToUInt(lobby.players[adressedMessage.connectionID].color), PlayerName = lobby.players[adressedMessage.connectionID].name }; //send new player to lobby foreach (KeyValuePair <int, Player> player in lobby.players) { if (player.Key == connectionID) { continue; } serverBehaviour.QeueMessage(new AdressedMessage(newPlayerMessage, player.Key)); } }
public static bool ChangeColor(ListElementController_InventoryGear_NotListView __instance, InventoryItemElement_NotListView theWidget) { try { ColorExtentions.ChangeBackColor(__instance.componentRef.Def, theWidget); TColorExtentions.ChangeTextIconColor(__instance.componentRef.Def, theWidget); } catch { return(true); } return(false); }
public static bool ChangeColor(InventoryItemElement_NotListView __instance, MechComponentRef ___componentRef) { try { ColorExtentions.ChangeBackColor(___componentRef.Def, __instance); TColorExtentions.ChangeTextIconColor(___componentRef.Def, __instance); } catch { return(true); } return(false); }
public static bool ChangeColor(InventoryDataObject_InventoryWeapon __instance, InventoryItemElement theWidget) { try { ColorExtentions.ChangeBackColor(__instance.componentRef.Def, theWidget); TColorExtentions.ChangeTextIconColor(__instance.componentRef.Def, theWidget); } catch { return(true); } return(false); }
public static bool ChangeColor(InventoryItemElement theWidget, InventoryDataObject_ShopGear __instance) { try { ColorExtentions.ChangeBackColor(__instance.componentDef, theWidget); TColorExtentions.ChangeTextIconColor(__instance.componentDef, theWidget); } catch (Exception ex) { Control.LogError(ex); } return(false); }
public static bool ChangeColor(ListElementController_SalvageWeapon_NotListView __instance, InventoryItemElement_NotListView theWidget) { try { if (__instance.componentDef == null) { return(true); } ColorExtentions.ChangeBackColor(__instance.weaponDef ?? __instance.componentDef, theWidget); TColorExtentions.ChangeTextIconColor(__instance.weaponDef ?? __instance.componentDef, theWidget); return(false); } catch (Exception e) { Control.LogError(e); return(true); } }
public static bool ChangeColor(InventoryDataObject_SalvageGear __instance, InventoryItemElement theWidget) { try { if (__instance.componentDef == null) { return(true); } ColorExtentions.ChangeBackColor(__instance.componentDef, theWidget); TColorExtentions.ChangeTextIconColor(__instance.componentDef, theWidget); return(false); } catch (Exception e) { Control.LogError(e); return(true); } }
public void HandleNewConnection(int connectionID) { //welcome to new player var color = new Color( UnityEngine.Random.Range(0.2f, 0.5f), UnityEngine.Random.Range(0.2f, 0.5f), UnityEngine.Random.Range(0.2f, 0.5f) ); var color32 = (Color32)color; Debug.Log(color32); var welcomeMessage = new WelcomeMessage { PlayerID = connectionID, Color = ((uint)color32.r << 24) | ((uint)color32.g << 16) | ((uint)color32.b << 8) | color32.a }; serverBehaviour.QeueMessage(new AdressedMessage(welcomeMessage, connectionID)); //send lobby to new player foreach (KeyValuePair <int, Player> player in lobby.players) { if (player.Key == connectionID) { continue; } NewPlayerMessage newPlayerMessage = new NewPlayerMessage { PlayerID = player.Key, PlayerColor = ColorExtentions.ToUInt(player.Value.color), PlayerName = player.Value.name }; serverBehaviour.QeueMessage(new AdressedMessage(newPlayerMessage, connectionID)); } lobby.players.Add(connectionID, new Player(color)); }