예제 #1
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 public extern void SetOcclusionTint(FColor InTint);
예제 #2
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 extern static void SetTextRenderColor(IntPtr _this, ref FColor Value);
예제 #3
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/// <summary>Change the text render color and signal the primitives to be rebuilt</summary>
        public void SetTextRenderColor(FColor Value)
        {
            CheckIsValid();
            SetTextRenderColor(_this.Get(), ref Value);
        }
예제 #4
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파일: AHUD.cs 프로젝트: ycllz/UnrealCS
 extern static void AddDebugText(IntPtr _this, string DebugText, IntPtr SrcActor, float Duration, ref FVector Offset, ref FVector DesiredOffset, ref FColor TextColor, int bSkipOverwriteCheck, int bAbsoluteLocation, int bKeepAttachedToActor, IntPtr InFont, float FontScale, int bDrawShadow);
예제 #5
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파일: AHUD.cs 프로젝트: ycllz/UnrealCS
/// <summary>
/// Add debug text for a specific actor to be displayed via DrawDebugTextList().  If the debug text is invalid then it will
/// attempt to remove any previous entries via RemoveDebugText().
/// @param DebugText                             Text to draw
/// @param SrcActor                              Actor to which this relates
/// @param Duration                              Duration to display the string
/// @param Offset                                Initial offset to render text
/// @param DesiredOffset                 Desired offset to render text - the text will move to this location over the given duration
/// @param TextColor                     Color of text to render
/// @param bSkipOverwriteCheck   skips the check to see if there is already debug text for the given actor
/// @param bAbsoluteLocation     use an absolute world location
/// @param bKeepAttachedToActor  if this is true the text will follow the actor, otherwise it will be drawn at the location when the call was made
/// @param InFont                                font to use
/// @param FontScale                     scale
/// @param bDrawShadow                   Draw shadow on this string
/// </summary>
        public void AddDebugText(string DebugText, AActor SrcActor, float Duration, FVector Offset, FVector DesiredOffset, FColor TextColor, bool bSkipOverwriteCheck, bool bAbsoluteLocation, bool bKeepAttachedToActor, UFont InFont, float FontScale, bool bDrawShadow)
        {
            CheckIsValid();
            AddDebugText(_this.Get(), DebugText, SrcActor, Duration, ref Offset, ref DesiredOffset, ref TextColor, bSkipOverwriteCheck?1:0, bAbsoluteLocation?1:0, bKeepAttachedToActor?1:0, InFont, FontScale, bDrawShadow?1:0);
        }
예제 #6
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 public void SetOcclusionTint(FColor InTint)
 {
     CheckIsValid();
     SetOcclusionTint(_this.Get(), ref InTint);
 }
예제 #7
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 static extern void SetOcclusionTint(IntPtr _this, ref FColor InTint);
예제 #8
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 /// <summary>
 /// Tell client to fade camera
 /// @Param bEnableFading - true if we should apply FadeColor/FadeAmount to the screen
 /// @Param FadeColor - Color to fade to
 /// @Param FadeAlpha - Amount of fading to apply
 /// @Param FadeTime - length of time for fade to occur over
 /// @Param bFadeAudio - true to apply fading of audio alongside the video
 /// </summary>
 public extern virtual void ClientSetCameraFade(bool bEnableFading, FColor FadeColor, FVector2D FadeAlpha, float FadeTime, bool bFadeAudio);
예제 #9
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 /// <summary>
 /// Sets the light color of the player's controller
 /// @param        Color                                   The color for the light to be
 /// </summary>
 public extern void SetControllerLightColor(FColor Color);
예제 #10
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 public extern void SetBloomTint(FColor NewValue);