//////////////////////////////////////////////////////////////////////////// // Use this for initialization void Start() { if (Camera.main) { m_GlowEffectScript = Camera.main.GetComponent <GlowEffect>(); } }
public static void Run() { // ExStart:1 // The path to the documents directory. string dataDir = RunExamples.GetDataDir(System.Reflection.MethodBase.GetCurrentMethod().DeclaringType); // Read the source excel file Workbook book = new Workbook(dataDir + "sourceGlowEffectColor.xlsx"); // Access first worksheet Worksheet sheet = book.Worksheets[0]; // Access the shape Shape shape = sheet.Shapes[0]; // Read the glow effect color and its various properties GlowEffect effect = shape.Glow; CellsColor color = effect.Color; Console.WriteLine("Color: " + color.Color); Console.WriteLine("ColorIndex: " + color.ColorIndex); Console.WriteLine("IsShapeColor: " + color.IsShapeColor); Console.WriteLine("Transparency: " + color.Transparency); Console.WriteLine("Type: " + color.Type); // ExEnd:1 }
public static void Run() { //Source directory string sourceDir = RunExamples.Get_SourceDirectory(); //Output directory string outputDir = RunExamples.Get_OutputDirectory(); // Load your source excel file Workbook wb = new Workbook(sourceDir + "sampleGlowEffectOfShape.xlsx"); // Access first worksheet Worksheet ws = wb.Worksheets[0]; // Access first shape Shape sh = ws.Shapes[0]; // Set the glow effect of the shape, Set its Size and Transparency properties GlowEffect ge = sh.Glow; ge.Size = 30; ge.Transparency = 0.4; // Save the workbook in xlsx format wb.Save(outputDir + "outputGlowEffectOfShape.xlsx"); Console.WriteLine("GlowEffectOfShape executed successfully."); }
public static void Run() { // ExStart:GlowEffectOfShape // The path to the documents directory. string dataDir = RunExamples.GetDataDir(System.Reflection.MethodBase.GetCurrentMethod().DeclaringType); // Load your source excel file Workbook wb = new Workbook(dataDir + "sample.xlsx"); // Access first worksheet Worksheet ws = wb.Worksheets[0]; // Access first shape Shape sh = ws.Shapes[0]; // Set the glow effect of the shape, Set its Size and Transparency properties GlowEffect ge = sh.Glow; ge.Size = 30; ge.Transparency = 0.4; // Save the workbook in xlsx format wb.Save(dataDir + "output_out_.xlsx"); // ExEnd:GlowEffectOfShape }
public static void Run() { //Source directory string sourceDir = RunExamples.Get_SourceDirectory(); // Read the source excel file Workbook book = new Workbook(sourceDir + "sampleReadColorOfShapesGlowEffect.xlsx"); // Access first worksheet Worksheet sheet = book.Worksheets[0]; // Access the shape Shape shape = sheet.Shapes[0]; // Read the glow effect color and its various properties GlowEffect effect = shape.Glow; CellsColor color = effect.Color; Console.WriteLine("Color: " + color.Color); Console.WriteLine("ColorIndex: " + color.ColorIndex); Console.WriteLine("IsShapeColor: " + color.IsShapeColor); Console.WriteLine("Transparency: " + color.Transparency); Console.WriteLine("Type: " + color.Type); Console.WriteLine("ReadColorOfShapesGlowEffect executed successfully.\r\n"); }
public InkSketchEffect() { EffectData = new InkSketchData (); glowEffect = new GlowEffect (); desaturateOp = new UnaryPixelOps.Desaturate (); darkenOp = new UserBlendOps.DarkenBlendOp (); }
public CharacterBody(string characterPath, Vector2 offset, Color glowColor) { _glow = new GlowEffect(new Size2(60, 100)) { Tint = Color.FromNonPremultiplied(glowColor.R, glowColor.G, glowColor.B, 18) }; _characterPath = characterPath; _offset = offset; }
public void SetActiveHand(HandGestureState hand) { if (curState == ProxyState.Default) { // Debug.Log("SetActiveHand: " + (hand == leftHand ? "left" : "right")); copyTo.GetComponent <SnapToObject>().SetRoot(hand.hand.gameObject, hand == leftHand); activeHand = hand; activeHandGlow = hand == leftHand ? leftHandGlow : rightHandGlow; } }
public void GlowEffect2() { var src = GetSourceImage("input.png"); var effect = new GlowEffect(12, 50, 50); effect.Render(src); Compare(src, "glow2.png"); }
void Start() { eff = this.GetComponent <GlowEffect> (); if (colors == null || colors.Length < 2) { Debug.Log("Need to setup colors array in inspector"); } nextIndex = (currentIndex + 1) % colors.Length; }
private void SetHandGlow(float opacity, GlowEffect handGlow = null) { if (handGlow == null) { handGlow = activeHandGlow; } if (handGlow) { handGlow.SetOpacity(opacity); } }
private void UpdateFpsTexture(bool forceUpdate) { var text = $"FPS: {lastFpsCount}"; if (!forceUpdate && text == lastTextFpsCount) { return; } lastTextFpsCount = text; imgObjFpsText.texture = GlowEffect.CreateGlowSpriteFont(cooperBlackSpriteFont, text, Color.DarkRed, glowColor, new Vector2(0.85f), blurX, blurY, dist, angle, alpha, strength, inner, knockout, circleSamplingTimes, linearSamplingTimes, GraphicsDevice); }
private void CreateGlow(Drawables.Image image, Texture2D texture, Color?imageGlowColor = null) { var imageGlow = GlowEffect.CreateGlow(texture, imageGlowColor == null ? glowColor : imageGlowColor.Value, blurX, blurY, dist, angle, alpha, strength, inner, knockout, circleSamplingTimes, linearSamplingTimes, GraphicsDevice); // Dispose if the previous texture is not pixel if (image.texture != imgPixel) { image.texture.Dispose(); } image.texture = imageGlow; }
private void SetHandGlow(Color color, GlowEffect handGlow = null) { if (handGlow == null) { handGlow = activeHandGlow; } if (handGlow) { handGlow.SetColor(color); } }
void Awake() { // Setting up the references. anim = GetComponent<Animator>(); playerMovement = GetComponent<PlayerMovement>(); flash = GameObject.Find ("Main Camera").GetComponent<GlowEffect> (); GameObject tmp = GameObject.Find ("EndLevel"); if (tmp != null) endLevel = tmp.GetComponent<EndLevel>(); GameObject gameController = GameObject.Find ("gameController"); if (gameController != null) lastPlayerSighting = gameController.GetComponent<LastPlayerSighting>(); }
void Start() { bE = transform.GetComponent <BlurEffect> () as BlurEffect; gE = transform.GetComponent <GlowEffect> () as GlowEffect; bE.enabled = false; gE.enabled = false; gE.glowIntensity = 0f; sC = transform.GetComponent <SphereCollider> () as SphereCollider; sC.radius = 0.2f; sC.isTrigger = true; rigidbody.isKinematic = true; gameObject.layer = 4; // Water layer }
private void RenderGlowEffect(Graphics gr, GraphicsPath path) { var e = new GlowEffect() { OuterGlow = cbOuter.Checked }; var opactity = (byte)(255f * (float)nudOpacity.Value / 100f); e.Color = Color.FromArgb(opactity, lbColorPicker.BackColor); e.Blur = (int)nudBlur.Value; //e.Distance = (int)nudDistance.Value; e.Render(gr, path); }
// Use this for initialization void Start() { gleffect = GameObject.Find("Camera").GetComponent <GlowEffect>(); gleffect.glowIntensity = 3.5f; glstate = "GlowUp"; // GlowUp // GlowDown // GlowBlance button1 = GameObject.Find("BUTTON_practice"); button1.SetActive(false); button2 = GameObject.Find("BUTTON_battle"); button2.SetActive(false); button3 = GameObject.Find("BUTTON_special"); button3.SetActive(false); button4 = GameObject.Find("BUTTON_exit"); button4.SetActive(false); }
void Awake() { GameObject.DontDestroyOnLoad(this.gameObject); //Util.Settings.DisableUnitility(); glow = GameObject.FindObjectOfType <GlowEffect>(); colorAmp = GameObject.FindObjectOfType <AmplifyColorEffect>(); targetLowPass = setLowPass; currentLowPass = setLowPass; targetHighPass = defaultHighPass; currentHighPass = defaultHighPass; instance = this; samples = new float[1024]; Charlie = GameObject.FindObjectOfType <HappyHippo> (); }
public static Material ShareMaterial(GlowEffect _glowEffect) { for (int i = 0; i < allMaterials.Count; i++) { if (allMaterials[i].SpriteTexture == _glowEffect.Renderer.sprite.texture && allMaterials[i].DrawOutside == _glowEffect.DrawOutside && allMaterials[i].InstancingEnabled == _glowEffect.EnableInstancing) { return(allMaterials[i]); } } GlowMaterial material = new GlowMaterial(_glowEffect.Renderer.sprite.texture, _glowEffect.DrawOutside, _glowEffect.EnableInstancing); material.hideFlags = HideFlags.DontSaveInBuild | HideFlags.DontSaveInEditor | HideFlags.NotEditable; allMaterials.Add(material); return(material); }
public static LayerInfo Load(PsdBinaryReader reader) { var signature = reader.ReadAsciiChars(4); if (signature != "8BIM") { throw new PsdInvalidException("Could not read LayerInfo due to signature mismatch." + signature); } var key = reader.ReadAsciiChars(4); var length = reader.ReadInt32(); // var startPosition = reader.BaseStream.Position; // UnityEngine.Debug.Log("EffectLayerFactory key:" + key); LayerInfo result; switch (key) { case "iglw": case "oglw": result = new GlowEffect(reader, key); break; case "dsdw": case "isdw": result = new ShadowEffect(reader, key); break; case "bevl": result = new BevelEffect(reader, key); break; default: result = new RawLayerInfo(reader, key, (int)length); break; } return(result); }
void Start() { //Debug and Testing //SetPosition (1); //SetMoveTo (GameObject.Find ("Selector")); //SetLookAt (GameObject.Find ("Selector")); //SetFocus (GameObject.Find ("Selector")); //SetFocusHeight (1f); //SetRotateTowards (GameObject.Find ("Selector")); //Zoom (-1); //SetHeight (5f); //Pan (1); /*Intro Camera SetMoveSpeed (8f); SetRotateSpeed (20f); GameObject focus = GameObject.FindGameObjectWithTag ("Combat Selector"); SetMoveTo(focus); SetRotateTowards(focus); */ SpawnGlobalAnimation (null, "Field Preview"); glow = cam.GetComponent<GlowEffect>(); glow.enabled = true; Invoke ("TurnOffGlowEffect", 3f); }
void Start() { glow = GetComponent <GlowEffect>(); }
public void OnLevelWasLoaded(int levelId) { glow = GameObject.FindObjectOfType <GlowEffect>(); Charlie = GameObject.FindObjectOfType <HappyHippo> (); colorAmp = GameObject.FindObjectOfType <AmplifyColorEffect>(); }