void Update() { if (Input.GetMouseButtonDown(0)) { RaycastHit hit; if (Physics.Raycast(mainCamera.transform.position, mainCamera.transform.forward, out hit)) { MyShaderBehavior script = hit.collider.gameObject.GetComponent <MyShaderBehavior>(); if (null != script) { script.PaintOn(hit.textureCoord, ChangePaintColour()); } } } if (Input.GetKeyDown(KeyCode.Alpha1)) { paintColour = PaintColour.Random; } if (Input.GetKeyDown(KeyCode.Alpha2)) { paintColour = PaintColour.Blue; } if (Input.GetKeyDown(KeyCode.Alpha3)) { paintColour = PaintColour.Pink; } if (Input.GetKeyDown(KeyCode.Alpha4)) { paintColour = PaintColour.Yellow; } }
public async Task <bool> AddNewColourAsync(string code, string colour) { using (var context = CreateContext()) { var isColourAvailable = await context.PaintColour.AnyAsync(a => a.ColourCode.ToLower() == code.Trim().ToLower() && a.Colour.ToLower() == colour.Trim().ToLower()); if (isColourAvailable) { return(isColourAvailable); } else { var newColour = new PaintColour { Colour = colour, ColourCode = code, Status = (int)RecordStatusEnum.Active }; context.PaintColour.Add(newColour); await context.SaveChangesAsync(); return(isColourAvailable); } } }
public static Color GetColour(PaintColour colour) { switch (colour) { case PaintColour.RED: return(ShanghaiConfig.Instance.RED); break; case PaintColour.BLUE: return(ShanghaiConfig.Instance.BLUE); break; case PaintColour.YELLOW: return(ShanghaiConfig.Instance.YELLOW); break; case PaintColour.GREEN: return(ShanghaiConfig.Instance.GREEN); break; case PaintColour.PURPLE: return(ShanghaiConfig.Instance.PURPLE); break; case PaintColour.ORANGE: return(ShanghaiConfig.Instance.ORANGE); break; case PaintColour.NONE: return(ShanghaiConfig.Instance.GREY); break; default: return(new UnityEngine.Color(0.0f, 0.0f, 0.0f)); break; } }