private void RotateRight(ColorNode <TKey, TValue> node) { ColorNode <TKey, TValue> tempNode = node.LeftChildNode; node.LeftChildNode = tempNode.RightChildNode; if (tempNode.RightChildNode != null) { tempNode.RightChildNode.ParentNode = node; } tempNode.ParentNode = node.ParentNode; if (node.ParentNode == null) { RootNode = tempNode; } else { if (node == node.ParentNode.RightChildNode) { node.ParentNode.RightChildNode = tempNode; } else { node.ParentNode.LeftChildNode = tempNode; } } tempNode.RightChildNode = node; node.ParentNode = tempNode; }
private async Task UpdatePricelistEquipment( EquipmentCatalog equipmentCatalog, ColorNode colorNode) { string pricelist = null; DateTime?productionFromDate = null; DateTime?validFromDate = null; if (colorNode.pricelist != null) { pricelist = colorNode.pricelist.price; productionFromDate = colorNode.pricelist.productionFromDate; validFromDate = colorNode.pricelist.validFromDate; } await this.CarContext.FindOrCreatePricelistCatalogAsync ( colorNode.name, colorNode.metallic, colorNode.hue, colorNode.picture, pricelist, productionFromDate, validFromDate, equipmentCatalog.Id ); }
public NodeFactory() { builtin["Anchor"] = new AnchorNode(); builtin["Appearance"] = new AppearanceNode(); builtin["Background"] = new BackgroundNode(); builtin["Box"] = new BoxNode(); builtin["Color"] = new ColorNode(); builtin["Cone"] = new ConeNode(); builtin["Coordinate"] = new CoordinateNode(); builtin["CoordinateInterpolator"] = new CoordinateInterpolatorNode(); builtin["Cylinder"] = new CylinderNode(); builtin["DirectionalLight"] = new DirectionalLightNode(); builtin["Extrusion"] = new ExtrusionNode(); builtin["Group"] = new GroupNode(); builtin["Collision"] = new CollisionNode(); builtin["Switch"] = new SwitchNode(); builtin["IndexedFaceSet"] = new IndexedFaceSetNode(); builtin["IndexedLineSet"] = new IndexedLineSetNode(); builtin["Material"] = new MaterialNode(); builtin["NavigationInfo"] = new NavigationInfoNode(); builtin["OrientationInterpolator"] = new OrientationInterpolatorNode(); builtin["Normal"] = new NormalNode(); builtin["PixelTexture"] = new PixelTextureNode(); builtin["PointLight"] = new PointLightNode(); builtin["PositionInterpolator"] = new PositionInterpolatorNode(); builtin["ScalarInterpolator"] = new ScalarInterpolationNode(); builtin["Shape"] = new ShapeNode(); builtin["Sphere"] = new SphereNode(); builtin["TextureCoordinate"] = new TextureCoordinateNode(); builtin["TimeSensor"] = new TimeSensorNode(); builtin["Transform"] = new TransformNode(); builtin["Viewpoint"] = new ViewpointNode(); builtin["WorldInfo"] = new WorldInfoNode(); }
private void DrawBorder(LabelOnGround entityLabel) { IngameUIElements ui = GameController.Game.IngameState.IngameUi; if (entityLabel.IsVisible) { RectangleF rect = entityLabel.Label.GetClientRect(); if ((ui.OpenLeftPanel.IsVisible && ui.OpenLeftPanel.GetClientRect().Intersects(rect)) || (ui.OpenRightPanel.IsVisible && ui.OpenRightPanel.GetClientRect().Intersects(rect))) { return; } ColorNode borderColor = Settings.BorderSettings.BorderColor; if (!entityLabel.CanPickUp) { borderColor = Settings.BorderSettings.NotMyItemBorderColor; TimeSpan timeLeft = entityLabel.TimeLeft; if (Settings.BorderSettings.ShowTimer && timeLeft.TotalMilliseconds > 0) { borderColor = Settings.BorderSettings.CantPickUpBorderColor; Graphics.DrawText(timeLeft.ToString(@"mm\:ss"), Settings.BorderSettings.TimerTextSize, rect.TopRight.Translate(4, 0)); } } Graphics.DrawFrame(rect, Settings.BorderSettings.BorderWidth, borderColor); } }
/// <summary> Moves any ILayer from layer to layer when ZPos is changed. </summary> private void OnFieldChanged(object Object, FieldOrProperty field, object oldValue) { if (!(Object is IGameObject && sector.Contains((IGameObject)Object))) //return, if it's not (GameObject in our sector) { return; } if (Object is IDrawableLayer && field.Name == "Layer") //filter for ILayer.Layer { Layer layer = (Layer)SceneGraphRoot; ILayer ILayer = (ILayer)Object; ColorNode color = colors[ILayer]; int oldLayer = (int)oldValue; layer.Remove(oldLayer, color); layer.Add(ILayer.Layer, color); QueueDraw(); } PropertyPropertiesAttribute propertyProperties = (PropertyPropertiesAttribute) field.GetCustomAttribute(typeof(PropertyPropertiesAttribute)); if (propertyProperties != null && propertyProperties.RedrawOnChange) //Every property that affects appearance is marked using this attribute { QueueDraw(); } }
private void ShiftRightCallback() { //Debug.Log("Shifting right from " + _activeColor.color + " to " + _activeColor.RightNode.color); InactivateColor(_activeColor.color); _activeColor = _activeColor.RightNode; ActivateColor(_activeColor.color); }
private void OnObjectAdded(Sector sector, IGameObject Object) { if (Object is IObject) { IObject iObject = (IObject)Object; Node node = iObject.GetSceneGraphNode(); if (node != null) { objectsNode.AddChild(node); } } Layer layer = (Layer)SceneGraphRoot; if (Object is Tilemap) { Tilemap tilemap = (Tilemap)Object; Node tnode = new TilemapNode(tilemap, level.Tileset); ColorNode colorNode = new ColorNode(tnode, new Color(1f, 1f, 1f, 1f)); layer.Add(tilemap.ZPos, colorNode); LogManager.Log(LogLevel.Debug, "Adding tilemap color: {0}", Object.GetHashCode()); colors[tilemap] = colorNode; } if (Object is Background) { Background background = (Background)Object; Node mynode = background.GetSceneGraphNode(); if (mynode != null) { backgroundNode.AddChild(mynode); } } }
private void ShiftLeftCallback() { //Debug.Log("Shifting left from " + _activeColor.color + " to " + _activeColor.LeftNode.color); InactivateColor(_activeColor.color); _activeColor = _activeColor.LeftNode; ActivateColor(_activeColor.color); }
public void OnChangeColor() { if (value == 1) { this.color = ColorNode.WHITE; } else if (value == 2) { this.color = ColorNode.RED; } else if (value == 3) { this.color = ColorNode.YELLOW; } else if (value == 4) { this.color = ColorNode.GREEN; } else if (value == 5) { this.color = ColorNode.CYAN; } //else if (value == 6) //{ // this.color = ColorNode.PINK; //} //else if (value == 7) //{ // this.color = ColorNode.BLACK; //} }
public PassiveSkillTreePlanterSettings() { BorderWidth = new RangeNode <int>(1, 1, 5); LineWidth = new RangeNode <int>(3, 0, 5); LineColor = new ColorNode(Color.Gray); SelectedURLFile = string.Empty; }
public Settings() { LeagueList = new ListNode(); ReloadButton = new ButtonNode(); AutoReload = new ToggleNode(); AutoReloadTimer = new RangeNode <int>(15, 1, 60); UniTextColor = Color.White; Debug = new ToggleNode(false); // Visible stash tab VisibleStashValue = new ToggleNode(true); StashValueX = new RangeNode <int>(100, 0, 1920); StashValueY = new RangeNode <int>(800, 0, 1080); StashValueColorNode = new ColorNode(Color.AliceBlue); StashValueFontSize = new RangeNode <int>(20, 0, 200); StashValueSignificantDigits = new RangeNode <int>(5, 0, 10); // Inventory Value HighlightUniqueJunk = new ToggleNode(true); HighlightColor = new ColorNode(Color.AliceBlue); HighlightFontSize = new RangeNode <int>(20, 0, 200); HighlightSignificantDigits = new RangeNode <int>(5, 0, 10); InventoryValueCutOff = new RangeNode <int>(1, 0, 10); ProphecyBackground = Color.Black; ProphecyChaosValue = Color.White; ProphecyProecyName = Color.White; ProphecyProecySealColor = Color.White; }
public bool MoveNext() { if (lastNode == null) { Build(out firstNode, out lastNode); // Right after building, it may be invalid, // because we haven't ever checked anything // Reset will force the whole chain to verify return(firstNode.Reset(boardView)); } ColorNode currentNode = lastNode.PrevNode; while (currentNode != null) { bool success = currentNode.Bump(boardView); if (success) { return(true); } currentNode = currentNode.PrevNode.PrevNode; } return(false); }
public SectorRenderer(Application application, Level level, Sector sector) { this.application = application; this.level = level; this.sector = sector; Layer layer = new Layer(); foreach (IDrawableLayer IDrawableLayer in sector.GetObjects(typeof(IDrawableLayer))) { Node node = IDrawableLayer.GetSceneGraphNode(); if (IDrawableLayer is Tilemap) //Special handling for tilemaps { node = new TilemapNode((Tilemap)IDrawableLayer, level.Tileset); } ColorNode colorNode = new ColorNode(node, new Color(1f, 1f, 1f, 1f), true); layer.Add(IDrawableLayer.Layer, colorNode); colors[IDrawableLayer] = colorNode; } objectsNode = new NodeWithChilds(); objectsColorNode = new ColorNode(objectsNode, new Color(1f, 1f, 1f, 1f)); layer.Add(1, objectsColorNode); foreach (IObject Object in sector.GetObjects(typeof(IObject))) { Node node = Object.GetSceneGraphNode(); if (node != null) { objectsNode.AddChild(node); } } // fill remaining place with one color sectorFill = new SceneGraph.Rectangle(); sectorFill.Fill = true; ColorNode color = new ColorNode(sectorFill, new Drawing.Color(0.4f, 0.3f, 0.4f)); layer.Add(-10000, color); // draw border around sector... sectorBBox = new SceneGraph.Rectangle(); sectorBBox.Fill = false; color = new ColorNode(sectorBBox, new Drawing.Color(1, 0.3f, 1)); layer.Add(1000, color); // draw border around selected layer... color = new ColorNode(new TilemapBorder(application), new Drawing.Color(1, 1, 0)); layer.Add(1001, color); OnSizeChanged(sector); this.SceneGraphRoot = layer; sector.ObjectAdded += OnObjectAdded; sector.ObjectRemoved += OnObjectRemoved; sector.SizeChanged += OnSizeChanged; application.TilemapChanged += OnTilemapChanged; //TODO: It should be possible to iterate over all (currently present?) types that implements ILayer.. How? FieldOrProperty.AnyFieldChanged += OnFieldChanged; }
public Settings() { LeagueList = new ListNode(); ReloadButton = new ButtonNode(); AutoReload = new ToggleNode(); AutoReloadTimer = new RangeNode <int>(15, 1, 60); UniTextColor = Color.White; Debug = new ToggleNode(false); // Visible stash tab VisibleStashValue = new ToggleNode(true); StashValueX = new RangeNode <int>(100, 0, 5000); StashValueY = new RangeNode <int>(800, 0, 5000); StashValueColorNode = new ColorNode(Color.AliceBlue); StashValueFontSize = new RangeNode <int>(20, 0, 200); StashValueSignificantDigits = new RangeNode <int>(5, 0, 10); // Inventory Value VisibleInventoryValue = new ToggleNode(true); InventoryValueX = new RangeNode <int>(100, 0, 5000); InventoryValueY = new RangeNode <int>(800, 0, 5000); InventoryValueColorNode = new ColorNode(Color.AliceBlue); InventoryValueSignificantDigits = new RangeNode <int>(5, 0, 10); HighlightUniqueJunk = new ToggleNode(true); HelmetEnchantPrices = new ToggleNode(true); HighlightColor = new ColorNode(Color.AliceBlue); HighlightFontSize = new RangeNode <int>(20, 0, 200); HighlightSignificantDigits = new RangeNode <int>(5, 0, 10); InventoryValueCutOff = new RangeNode <int>(1, 0, 10); }
/// <summary> /// Change color of any ILayer . Useful to hide any ILayer objects (they are not drawn, because ColorNodes are set do not-draw-when-transparent) /// </summary> /// <remarks> /// Used to hide ILayer in <see cref="LayerListWidget.OnVisibilityChange"/>. /// </remarks> /// <param name="ILayer">The ILayer to change color of.</param> /// <param name="color">The new color.</param> public void SetILayerColor(ILayer ILayer, Color color) { LogManager.Log(LogLevel.Debug, "Set color of ILayer {0}", ILayer.GetHashCode()); ColorNode colorNode = colors[ILayer]; colorNode.Color = color; QueueDraw(); }
public GapNode(ColorNode prev) { PrevNode = prev; NextNode = null; Start = PrevNode != null ? PrevNode.End : 0; End = Start; }
public override NeuralNode Clone() { ColorNode res = (ColorNode)NeuralNode.create(NodeType.FULLCOLOR); res.SetWeights(actualWeights, this.b); res.SetNonzeroIndices(); return(res); }
/// <summary> /// Change color of a tilemap. Useful to hide tilemaps (but they are still drawn that way...) /// </summary> /// <remarks> /// Used to hide tilemaps in <see cref="LayerListWidget.OnVisibilityChange"/>. /// </remarks> /// <param name="tilemap">The tilemap to change color of.</param> /// <param name="color">The new color.</param> public void SetTilemapColor(Tilemap tilemap, Color color) { LogManager.Log(LogLevel.Debug, "Set color of tilemap {0}", tilemap.GetHashCode()); ColorNode colorNode = (ColorNode)colors[tilemap]; colorNode.Color = color; QueueDraw(); }
public PassiveSkillTreePlanterSettings() { PickedBorderColor = new ColorNode(Color.Gray); UnpickedBorderColor = new ColorNode(Color.Green); WrongPickedBorderColor = new ColorNode(Color.Red); LineWidth = new RangeNode <int>(3, 0, 5); LineColor = new ColorNode(new Color(0, 255, 0, 50)); SelectedURLFile = string.Empty; }
public void GenerateColorFillMap() { allColorImageMap = new ColorNode[(int)colorMapSize.x, (int)colorMapSize.y]; List <Coord> innerBlockCode = new List <Coord>(); innerBlockCode.Add(new Coord(4, 7)); innerBlockCode.Add(new Coord(4, 6)); innerBlockCode.Add(new Coord(3, 5)); innerBlockCode.Add(new Coord(1, 4)); innerBlockCode.Add(new Coord(2, 4)); innerBlockCode.Add(new Coord(7, 4)); innerBlockCode.Add(new Coord(6, 4)); innerBlockCode.Add(new Coord(5, 3)); innerBlockCode.Add(new Coord(4, 1)); innerBlockCode.Add(new Coord(4, 2)); for (int x = 0; x < colorMapSize.x; x++) { for (int y = 0; y < colorMapSize.y; y++) { Vector3 tilePosition = CoordToImagePosition(x, y); GameObject newTile = new GameObject(string.Format("Tile_{0}_{1}", x, y), typeof(Image)); Image newTileImage = newTile.GetComponent <Image>(); ColorNode newNode = new ColorNode(x, y, newTileImage, false); allColorImageMap[x, y] = newNode; newTile.transform.SetParent(colorFillMap.transform); newTile.transform.localPosition = tilePosition; newTile.transform.localScale = Vector3.one * (1 - outlinePercent); if (x == (int)colorMapSize.x / 2 && y == (int)colorMapSize.y / 2) { colorMapCentre = newNode; } if (x == 0 || x == (colorMapSize.x - 1) || y == 0 || y == (colorMapSize.y - 1) || IsBlockCoord(innerBlockCode, x, y)) { newTileImage.color = Color.black; newNode.isVisit = true; } } } if (isUseDFS) { //DFS_FloodFill_Recursive(colorMapCentre, Color.white, Color.red); StartCoroutine(CoDFS_FloodFill_Recursive(colorMapCentre, Color.white, Color.red)); } else { //BFS_FloodFill_Queue(colorMapCentre, Color.white, Color.red); StartCoroutine(CoBFS_FloodFill_Queue(colorMapCentre, Color.white, Color.red)); } }
public Settings() { GoodColor = new ColorNode(new Color(0, 125, 0, 150)); VendorColor = new ColorNode(new Color(125, 0, 0, 150)); MapsBorderColor = new ColorNode(new Color(150, 110, 70, 150)); ReloadSettingsNode = new ButtonNode(); ReloadSettingsNode.OnPressed = () => { XmlSerializer xmlSerializer = new XmlSerializer(typeof(Filter.FilterContainer)); InventoryHelper.FilterContainer = (Filter.FilterContainer)xmlSerializer.Deserialize(new StreamReader("test.xml")); }; }
public override ColorNode <TKey, TValue> Insert(TKey key, TValue value) { var newNode = new ColorNode <TKey, TValue> { Key = key, Value = value, Red = true }; BaseInsert(newNode); return(BalanceAfterInsert(newNode)); }
internal VacPackNode(string json) : base(json) { Amount = new AmountNode(_ParsedData["amount"]?.ToString() ?? ""); Max = new MaxNode(_ParsedData["max"]?.ToString() ?? ""); Color = new ColorNode(_ParsedData["color"]?.ToString() ?? ""); SellectedSlot = GetInt("sellected_slot"); UseableSlots = GetInt("useable_slots"); EmtyItemSlots = GetInt("emty_Item_slots"); InGadgetMode = GetBool("in_gadget_mode"); InNimbleValleyMode = GetBool("in_nimble_valley_mode"); }
public SectorRenderer(Application application, Level level, Sector sector) { this.application = application; this.level = level; this.sector = sector; Layer layer = new Layer(); foreach(IDrawableLayer IDrawableLayer in sector.GetObjects(typeof(IDrawableLayer))) { Node node = IDrawableLayer.GetSceneGraphNode(); if (IDrawableLayer is Tilemap) //Special handling for tilemaps node = new TilemapNode((Tilemap) IDrawableLayer, level.Tileset); ColorNode colorNode = new ColorNode(node, new Color(1f, 1f, 1f, 1f), true); layer.Add(IDrawableLayer.Layer, colorNode); colors[IDrawableLayer] = colorNode; } objectsNode = new NodeWithChilds(); objectsColorNode = new ColorNode(objectsNode, new Color(1f, 1f, 1f, 1f)); layer.Add(1, objectsColorNode); foreach(IObject Object in sector.GetObjects(typeof(IObject))) { Node node = Object.GetSceneGraphNode(); if(node != null) objectsNode.AddChild(node); } // fill remaining place with one color sectorFill = new SceneGraph.Rectangle(); sectorFill.Fill = true; ColorNode color = new ColorNode(sectorFill, new Drawing.Color(0.4f, 0.3f, 0.4f)); layer.Add(-10000, color); // draw border around sector... sectorBBox = new SceneGraph.Rectangle(); sectorBBox.Fill = false; color = new ColorNode(sectorBBox, new Drawing.Color(1, 0.3f, 1)); layer.Add(1000, color); // draw border around selected layer... color = new ColorNode(new TilemapBorder(application), new Drawing.Color(1, 1, 0)); layer.Add(1001, color); OnSizeChanged(sector); this.SceneGraphRoot = layer; sector.ObjectAdded += OnObjectAdded; sector.ObjectRemoved += OnObjectRemoved; sector.SizeChanged += OnSizeChanged; application.TilemapChanged += OnTilemapChanged; //TODO: It should be possible to iterate over all (currently present?) types that implements ILayer.. How? FieldOrProperty.AnyFieldChanged += OnFieldChanged; }
public SectorRenderer(Level level, Sector sector) { this.level = level; Layer layer = new Layer(); backgroundNode = new NodeWithChilds(); backgroundColorNode = new ColorNode(backgroundNode, new Color(1f, 1f, 1f, 1f)); layer.Add(-900, backgroundColorNode); foreach(Background background in sector.GetObjects(typeof(Background))) { Node node = background.GetSceneGraphNode(); if(node == null) continue; backgroundNode.AddChild(node); } foreach(Tilemap tilemap in sector.GetObjects(typeof(Tilemap))) { Node node = new TilemapNode(tilemap, level.Tileset); ColorNode colorNode = new ColorNode(node, new Color(1f, 1f, 1f, 1f)); layer.Add(tilemap.ZPos, colorNode); colors[tilemap] = colorNode; } objectsNode = new NodeWithChilds(); objectsColorNode = new ColorNode(objectsNode, new Color(1f, 1f, 1f, 1f)); layer.Add(1, objectsColorNode); foreach(IObject Object in sector.GetObjects(typeof(IObject))) { Node node = Object.GetSceneGraphNode(); if(node != null) objectsNode.AddChild(node); } // draw border around sector... sectorFill = new SceneGraph.Rectangle(); sectorFill.Fill = true; ColorNode color = new ColorNode(sectorFill, new Drawing.Color(0.4f, 0.3f, 0.4f)); layer.Add(-10000, color); sectorBBox = new SceneGraph.Rectangle(); sectorBBox.Fill = false; color = new ColorNode(sectorBBox, new Drawing.Color(1, 0.3f, 1)); layer.Add(1000, color); OnSizeChanged(sector); this.SceneGraphRoot = layer; sector.ObjectAdded += OnObjectAdded; sector.ObjectRemoved += OnObjectRemoved; sector.SizeChanged += OnSizeChanged; Drag.DestSet(this, DestDefaults.All, ObjectListWidget.DragTargetEntries, Gdk.DragAction.Default); DragMotion += OnDragMotion; }
public static Inline ToInline(this ColorNode node, Channel chan = null) { var span = (node as IContentNode).ToInline(chan); var prop = typeof(Brushes) .GetProperties(BindingFlags.Static | BindingFlags.Public) .FirstOrDefault(p => p.Name.Equals(node.Attribute, StringComparison.CurrentCultureIgnoreCase)); if (prop != null) { span.Foreground = prop.GetValue(null) as Brush; // TODO: Text shadow? } return(span); }
/// <summary> Moves tilemap from layer to layer when ZPos is changed. </summary> private void OnTilemapZPosModified(object Object, FieldOrProperty field, object oldValue) { if (colors.ContainsKey(Object)) //is is our tilemap => our sector? { Layer layer = (Layer)SceneGraphRoot; Tilemap tm = (Tilemap)Object; ColorNode color = (ColorNode)colors[tm]; int oldZPos = (int)oldValue; layer.Remove(oldZPos, color); layer.Add(tm.ZPos, color); QueueDraw(); } }
public PassiveSkillTreePlanterSettings() { var centerPos = BasePlugin.API.GameController.Window.GetWindowRectangle().Center; Enable = false; PickedBorderColor = new ColorNode(Color.Gray); UnpickedBorderColor = new ColorNode(Color.Green); WrongPickedBorderColor = new ColorNode(Color.Red); LineWidth = new RangeNode <int>(3, 0, 5); LineColor = new ColorNode(new Color(0, 255, 0, 50)); ShowWindow = false; SelectedURLFile = string.Empty; LastSettingSize = new ImGuiVector2(620, 376); LastSettingPos = new ImGuiVector2(centerPos.X - LastSettingSize.X / 2, centerPos.Y - LastSettingSize.Y / 2); }
public void SetNext(ColorNode color) { Debug.Assert(NextNode == null); Debug.Assert(Start == End); Debug.Assert(color != null); if (PrevNode != null) { if (PrevNode.Color == color.Color) { IsRequired = true; } } NextNode = color; Debug.Assert(NextNode.Start >= MinEnd); End = NextNode.Start; }
public Color Apply(int uid, Color color) { if (this.colorsMap.ContainsKey(uid)) { ColorNode node = this.colorsMap[uid]; if (node.useColor) { color.r = node.color.r; color.g = node.color.g; color.b = node.color.b; } if (node.useAlpha) { color.a = node.color.a; } } return(color); }
private void Build(out GapNode firstGap, out GapNode lastGap) { firstGap = new GapNode(null); GapNode prevGap = firstGap; for (int i = 0; i < constraints.Count; i++) { int min = boardView.ConstraintState.minValues[i]; int max = boardView.ConstraintState.maxValues[i]; ColorNode colorNode = new ColorNode(prevGap, constraints[i], min, max + 1); prevGap.SetNext(colorNode); prevGap = new GapNode(colorNode); colorNode.SetNext(prevGap); } prevGap.MarkAsEnd(boardView.Count); lastGap = prevGap; }
void RandomColor() { int temp = Random.Range(1, 6); this.value = temp; txtValue.text = this.value.ToString(); switch (temp) { case 1: this.color = ColorNode.WHITE; this.GetComponent <Image>().color = Color.white; break; case 2: this.color = ColorNode.RED; this.GetComponent <Image>().color = Color.red; break; case 3: this.color = ColorNode.YELLOW; this.GetComponent <Image>().color = Color.yellow; break; case 4: this.color = ColorNode.GREEN; this.GetComponent <Image>().color = Color.green; break; case 5: this.color = ColorNode.CYAN; this.GetComponent <Image>().color = Color.cyan; break; //case 6: // this.color = ColorNode.PINK; // this.GetComponent<Image>().color = Color.magenta; // break; //case 7: // this.color = ColorNode.BLACK; // this.GetComponent<Image>().color = Color.black; // break; } }
private void OnObjectAdded(Sector sector, IGameObject Object) { if(Object is IObject) { IObject iObject = (IObject) Object; Node node = iObject.GetSceneGraphNode(); if(node != null) objectsNode.AddChild(node); } Layer layer = (Layer) SceneGraphRoot; if(Object is Tilemap) { Tilemap tilemap = (Tilemap) Object; Node tnode = new TilemapNode(tilemap, level.Tileset); ColorNode colorNode = new ColorNode(tnode, new Color(1f, 1f, 1f, 1f)); layer.Add(tilemap.Layer, colorNode); colors[tilemap] = colorNode; } if (Object is IDrawableLayer) { IDrawableLayer IDrawableLayer = (IDrawableLayer) Object; Node mynode = IDrawableLayer.GetSceneGraphNode(); if(mynode != null) { ColorNode colorNode = new ColorNode(mynode, new Color(1f, 1f, 1f, 1f)); layer.Add(IDrawableLayer.Layer, colorNode); colors[IDrawableLayer] = colorNode; } } }
public ColorNodeViewModel(ColorNode graphItemObject, Invert.Core.GraphDesigner.DiagramViewModel diagramViewModel) : base(graphItemObject, diagramViewModel) { }
public RotationNode() { Rotation = 0.0f; Color = new ColorNode(); Directions = new List<DirectionNode>(); }
public ColorBox(int lower, int upper, int level, ColorNode[] imageColors) { this.lower = lower; this.upper = upper; this.level = level; this.imageColors = imageColors; this.trim(); }
void findRepresentativeColors(int K, ColorHistogram colorHist) { imageColors = new ColorNode[K]; for (int i = 0; i < K; i++) { int rgb = colorHist.getColor(i); int cnt = colorHist.getCount(i); imageColors[i] = new ColorNode(rgb, cnt); } //if (K <= qnum_list[0]) // image has fewer colors than Kmax // rCols = imageColors; //else { ColorBox initialBox = new ColorBox(0, K - 1, 0, imageColors); List<ColorBox> colorSet = new List<ColorBox>(); colorSet.Add(initialBox); int k = 1; for (int i = 0; i < qnum_list.Count; i++) { int Kmax = qnum_list[i]; bool done = false; while (k < Kmax && !done) { ColorBox nextBox = findBoxToSplit(colorSet); if (nextBox != null) { ColorBox newBox = nextBox.splitBox(); colorSet.Add(newBox); k = k + 1; } else { done = true; } } quantColors_list.Add(averageColors(colorSet,i)); } } colorHist = null; GC.Collect(); }
private ColorNode[] averageColors(List<ColorBox> colorBoxes, int c) { int n = colorBoxes.Count(); ColorNode[] avgColors = new ColorNode[n]; for (int i = 0; i < colorBoxes.Count; i++) { ColorBox box = colorBoxes[i]; avgColors[i] = box.getAverageColor(ini_color_table_list[c], i); //i = i + 1; } return avgColors; }
private void OnObjectAdded(Sector sector, IGameObject Object) { if(Object is IObject) { IObject iObject = (IObject) Object; Node node = iObject.GetSceneGraphNode(); if(node != null) objectsNode.AddChild(node); } Layer layer = (Layer) SceneGraphRoot; if(Object is Tilemap) { Tilemap tilemap = (Tilemap) Object; Node tnode = new TilemapNode(tilemap, level.Tileset); ColorNode colorNode = new ColorNode(tnode, new Color(1f, 1f, 1f, 1f)); layer.Add(tilemap.ZPos, colorNode); System.Console.WriteLine("Adding tilemap color: {0}", Object.GetHashCode()); colors[tilemap] = colorNode; } if (Object is Background) { Background background = (Background) Object; Node mynode = background.GetSceneGraphNode(); if(mynode != null) { ColorNode colorNode = new ColorNode(mynode, new Color(1f, 1f, 1f, 1f)); layer.Add(background.Layer, colorNode); } } }
/**--------------------------------------------------------------------------------- * Generates a random world */ public void Generate() { System.Random rand = new System.Random(); for (int y = 0; y < depth; y++) { for (int x = 0; x < width; x++) mapcolor[y, x] = new ColorNode(255.0f, 255.0f, 255.0f, 255.0f); } int startX = 128; int startZ = 128; start = new Vector3(startX, 0, startZ); var startTile = findTile("start"); int direction = rand.Next(0, 3); int angle = direction * 90; startDirection = new Vector3(0.0f, angle, 0.0f); var color = findColor(startTile, angle); mapcolor[startZ, startX] = color; List<TileDirectionNode> directions = new List<TileDirectionNode>(); List<EndPosition> ends = new List<EndPosition>(); RotationNode rotationNode = startTile.Rotations.Find(node => node.Rotation == angle); directions.Add(new TileDirectionNode(direction, startX, startZ, rotationNode.Directions[0].Connections)); int i = 0; while (true) { if (directions.Count == 0 || i > 200) break; i++; var dir = directions[0]; var connection = getRandomConnection(dir, rand); var tile = findTile(connection.TileName); var rotation = getRandomRotation(connection, rand); color = findColor(tile, rotation); var rN = tile.Rotations.Find(r => r.Rotation == rotation); switch (dir.Direction) { case 0: dir.Y += 1; break; case 1: dir.X += 1; break; case 2: dir.Y -= 1; break; case 3: dir.X -= 1; break; } if (mapcolor[dir.Y, dir.X].R == 255.0f && mapcolor[dir.Y, dir.X].G == 255.0f && mapcolor[dir.Y, dir.X].B == 255.0f && mapcolor[dir.Y, dir.X].A == 255.0f) { mapcolor[dir.Y, dir.X] = color; if (tile.TileName.ToLower() == "end".ToLower()) ends.Add(new EndPosition() { X = dir.X, Y = dir.Y, Rotation = rN.Rotation }); foreach (var item in rN.Directions) directions.Add(new TileDirectionNode(item.Direction, dir.X, dir.Y, item.Connections)); } directions.Remove(dir); } foreach (var dir in directions) { var connection = dir.Connections.Find(t => t.TileName.ToLower() == "end"); var tile = findTile(connection.TileName); var rotation = getRandomRotation(connection, rand); color = findColor(tile, rotation); var rN = tile.Rotations.Find(r => r.Rotation == rotation); switch (dir.Direction) { case 0: dir.Y += 1; break; case 1: dir.X += 1; break; case 2: dir.Y -= 1; break; case 3: dir.X -= 1; break; } if (mapcolor[dir.Y, dir.X].R == 255.0f && mapcolor[dir.Y, dir.X].G == 255.0f && mapcolor[dir.Y, dir.X].B == 255.0f && mapcolor[dir.Y, dir.X].A == 255.0f) { mapcolor[dir.Y, dir.X] = color; ends.Add(new EndPosition() { X = dir.X, Y = dir.Y, Rotation = rN.Rotation }); } } var end = getRandomEnd(ends, rand); var finishTile = findTile("finish"); color = findColor(finishTile, end.Rotation); mapcolor[end.Y, end.X] = color; }
// Use this for initialization void Start() { mySprite = GetComponent<SpriteRenderer>(); //setting up array to select your gun color colorMap[0, 0] = new ColorNode(ColorDefs.DefiniteColor.CO_BLUE); colorMap[0, 1] = new ColorNode(ColorDefs.DefiniteColor.CO_YELLOW); colorMap[0, 2] = new ColorNode(ColorDefs.DefiniteColor.CO_RED); colorMap[1, 0] = new ColorNode(ColorDefs.DefiniteColor.CO_ORANGE); colorMap[1, 1] = new ColorNode(ColorDefs.DefiniteColor.CO_PURPLE); colorMap[1, 2] = new ColorNode(ColorDefs.DefiniteColor.CO_GREEN); playerColor = colorMap[(int)mapLocation.x, (int)mapLocation.y].selectedColor; mySprite.color = Color.blue; redVal = maxColorVal; blueVal = maxColorVal; yellowVal = maxColorVal; }