public Block(short x, short y, short z, SHAPE shape, DIRECTION direction, STYLE style) : base(x, y, z) { Shape = shape; Direction = direction; Style = style; }
private bool AnalysisData() { if (string.IsNullOrEmpty(this.DataSource)) { return(false); } if (xmlOperater.LoadXmlContent(this.DataSource) == false) { return(false); } XmlNodeList nodeList = xmlOperater.GetNodesByName("Item"); if (nodeList == null) { return(false); } for (int i = 0; i < nodeList.Count; i++) { XmlNode node = nodeList[i]; if (node == null) { continue; } XmlAttribute nameAttr = xmlOperater.GetProperCollection(node, "name"); if (nameAttr == null) { continue; } XmlAttribute typeAttr = xmlOperater.GetProperCollection(node, "type"); if (typeAttr == null) { continue; } XmlAttribute descAttr = xmlOperater.GetProperCollection(node, "desc"); if (descAttr == null) { continue; } XmlAttribute styleAttr = xmlOperater.GetProperCollection(node, "style"); if (styleAttr == null) { continue; } string name = nameAttr.Value; DATATYPE type = (DATATYPE)Enum.Parse(typeof(DATATYPE), typeAttr.Value); string desc = descAttr.Value; STYLE style = (STYLE)Enum.Parse(typeof(STYLE), styleAttr.Value); IGrapTB grapTb = null; if (CreateTbox(name, type, node.InnerXml, style, desc, i, ref grapTb) == false) { continue; } this.textboxList.Add(grapTb); } return(true); }
/// <summary> /// 手动创建 /// </summary> /// <param name="_images">序列帧图片</param> /// <param name="_frameRate">帧率</param> /// <param name="_style">类型</param> /// <param name="_autoDestroy">结束自动删除</param> /// <param name="_playOnAwake">自动播放</param> public UGUIAnimation ManualCreate( Sprite[] _images, int _frameRate = 30, STYLE _style = STYLE.ONCE, bool _autoDestroy = true, bool _playOnAwake = true) { imageStore = _images; frameRate = _frameRate; style = _style; autoDestroy = _autoDestroy; playOnAwake = _playOnAwake; return(this); }
public void Setup(Color _color, STYLE _style = STYLE.NONE, List <Vector3> trajectory = null, string wellname = null, Material _material = null, Material _shadowMaterial = null) { List <Vector3> points = new List <Vector3>(); points = new List <Vector3>(trajectory); style = _style; // Set materials supplied else use default else crash if (_material != null) { mainMaterial = _material; } if (_shadowMaterial != null) { shadowMaterial = _material; } // Always clone the main material so we can modify it without affecting other swatches mainMaterial = Object.Instantiate(mainMaterial) as Material; mainMaterial.color = _color; // Basic mesh if (true) { main = gameObject; main.name = wellname; totalCount++; //gameObject.GetComponent<Renderer>().material = mainMaterial; GetComponent <Renderer>().material = new Material(Shader.Find("Diffuse")); MeshFilter meshFilter = gameObject.GetComponent <MeshFilter>(); mainMesh = meshFilter.mesh = new Mesh(); } // points.Add(new Vector3(-1000, 0, 0)); // for (int i = 0; i < 10; i++) // { // points.Add(new Vector3(Random.Range(-1000, 1000), Random.Range(-1000, 1000), Random.Range(-1000, 1000))); // } // points.Add(new Vector3(1000, 0, 0)); var path = new SplineCurve3(points); TubeGeometry(path, 500, 100, 6); }
public Button() { m_TextAlign.Alignment = StringAlignment.Center; m_TextAlign.LineAlignment = StringAlignment.Center; m_eMouseUp = STATE.OFF; m_eShape = SHAPE.RECTANGLE; m_eStyle = STYLE.DRAW; m_eValue = STATE.OFF; m_nRound = 9; m_MouseUpColor = Color.OrangeRed; m_FillColor = Color.AliceBlue; m_BorderColor = Color.Blue; m_PushColor = Color.LightGray; InitializeComponent(); }
public void Setup(Color _color, STYLE _style = STYLE.NONE, Material _material = null, Material _shadowMaterial = null) { style = _style; // Set materials supplied else use default else crash if (_material != null) { mainMaterial = _material; } if (_shadowMaterial != null) { shadowMaterial = _material; } // Always clone the main material so we can modify it without affecting other swatches mainMaterial = Object.Instantiate(mainMaterial) as Material; mainMaterial.color = _color; // Basic mesh if (true) { main = gameObject; main.name = "Draw" + totalCount; totalCount++; //gameObject.GetComponent<Renderer>().material = mainMaterial; GetComponent <Renderer>().material = new Material(Shader.Find("Diffuse")); MeshFilter meshFilter = gameObject.GetComponent <MeshFilter>(); mainMesh = meshFilter.mesh = new Mesh(); } List <Vector3> points = new List <Vector3>(); points.Add(new Vector3(-1000, 0, 0)); for (int i = 0; i < 10; i++) { points.Add(new Vector3(Random.Range(-1000, 1000), Random.Range(-1000, 1000), Random.Range(-1000, 1000))); } points.Add(new Vector3(1000, 0, 0)); // - rather than doing the above - add the points incrementally if they are far away from previous points over a threshhold // - i guess i can re-run peuker over the whole thing - it seems deterministic // - then remake the entire spline // - and remake the entire tube i guess var path = new SplineCurve3(points); TubeGeometry(path, 500, 100, 6); }
private bool CreateTbox(string name, DATATYPE type, string value, STYLE style, string desc, int index, ref IGrapTB grapTb) { if (IsExistNameInEditor(name) == true) { return(false); } if (style == STYLE.EDITOR) { grapTb = new GrapTBEditor(); } else if (style == STYLE.DEFAULT) { grapTb = new GrapTB(); } else { return(false); } grapTb.Name = name; grapTb.ValueDataType = type; grapTb.Value = value; grapTb.Style = style; grapTb.Index = index; grapTb.Desc = desc; double rowthTemp = (1.0 + index) / this.columnNum; grapTb.Rowth = (int)Math.Ceiling(rowthTemp); int colthTemp = (index + 1) % this.columnNum; if (colthTemp == 0) { grapTb.Colth = this.columnNum; } else { grapTb.Colth = colthTemp; } int x = startPos.X + grapTb.Size.Width * (grapTb.Colth - 1) + (grapTb.Colth - 1) * this.columnInterval; int y = startPos.Y + grapTb.Size.Height * (grapTb.Rowth - 1) + (grapTb.Rowth - 1) * this.rowInterval; grapTb.Location = new Point(x, y); grapTb.PosRect = new Rectangle(grapTb.Location, grapTb.Size); return(true); }
private void InitConditions() { print("TDOWN START STATS:\n"); int weight = Random.Range(0, 10); print("Weight: " + weight + "\n"); if (weight <= 3) { gameDiff = DIFFICULTY.EASY; print("Diff: EASY(0-3)\n"); velocity = new Vector2(0.0f, -5.0f); minSepTime = 0.9f; maxSepTime = 1.7f; } else if (weight <= 6) { gameDiff = DIFFICULTY.MEDIUM; print("Diff: Medium(4-6)\n"); velocity = new Vector2(0.0f, -7.0f); minSepTime = 0.6f; maxSepTime = 1.4f; } else if (weight <= 8) { gameDiff = DIFFICULTY.HARD; print("Diff: Hard(7-8)\n"); velocity = new Vector2(0.0f, -10.0f); minSepTime = 0.3f; maxSepTime = 1.1f; } else { gameDiff = DIFFICULTY.MAKE_IT_STOP; print("Diff: MIS(9)\n"); velocity = new Vector2(0.0f, -15.0f); minSepTime = 0.1f; maxSepTime = 0.9f; } gameStyle = STYLE.RAIN; }
// ---------------------------------------------------------------------------------------------------------------------------------------- // Setup... public void setup(Color _color, STYLE _style = STYLE.NONE, Material _material = null, Material _shadowMaterial = null) { TotalCount++; cleanIndex = 0; style = _style; switch (style) { case STYLE.RIBBON: EnableBottom = true; EnableShadows = true; IncrementalDouglasPeucker = false; crossSegments = 2; endCaps = false; rotationStyle = 0; break; case STYLE.SWATCH: EnableBottom = false; EnableShadows = false; IncrementalDouglasPeucker = false; crossSegments = 2; endCaps = false; rotationStyle = 0; break; case STYLE.TUBE: EnableBottom = false; EnableShadows = false; IncrementalDouglasPeucker = false; crossSegments = 5; endCaps = true; rotationStyle = 0; gameObject.GetComponent <Renderer>().castShadows = false; //gameObject.renderer.receiveShadows = false; break; } ; // Bevel is pre-computed initTubeHelper(); // Set materials supplied else use default else crash if (_material != null) { mainMaterial = _material; } if (_shadowMaterial != null) { shadowMaterial = _material; } // Always clone the main material so we can modify it without affecting other swatches mainMaterial = Object.Instantiate(mainMaterial) as Material; mainMaterial.color = _color; // Basic mesh if (true) { main = gameObject; main.name = "Draw" + TotalCount; main.GetComponent <Renderer>().material = mainMaterial; mainMesh = gameObject.GetComponent <MeshFilter>().mesh; } // Ribbon style renders the bottom separately in order to guarantee mesh normals are independent (due to limits in Unity). // NOTE using geometry not shader for backfaces... arguable either way : http://danielbrauer.com/files/rendering-double-sided-geometry.html if (EnableBottom) { bottom = new GameObject("Bottom" + TotalCount); bottom.transform.parent = gameObject.transform; bottom.AddComponent <MeshFilter>(); bottom.AddComponent <MeshRenderer>(); bottom.GetComponent <Renderer>().material = mainMaterial; bottomMesh = bottom.GetComponent <MeshFilter>().mesh; } // some geometries have shadows // NOTE a separate geometry object is used for this rather than say tacking some shadow polys onto the end of the main obj geometry if (EnableShadows) { shadow = new GameObject("Shadow" + TotalCount); shadow.transform.parent = gameObject.transform; shadow.AddComponent <MeshFilter>(); shadow.AddComponent <MeshRenderer>(); shadow.GetComponent <Renderer>().material = shadowMaterial; shadowMesh = shadow.GetComponent <MeshFilter>().mesh; } }
// used for display in spine internal void DoTreePainting(CustomDrawNodeIndicatorEventArgs e, ref int rightPos, STYLE style) { const int sz = 9; if (style == STYLE.GROUP) // fill box { Rectangle rect = new Rectangle(e.Bounds.Right - rightPos - sz, e.Bounds.Top, sz, sz); e.Graphics.FillRectangle(new SolidBrush(buttonColor), rect); // to come: paint other shapes (circle, triangle, ...) } else if (style == STYLE.EXTENSION_ON) // check { e.Graphics.DrawLine(new Pen(buttonColor, 2), new Point(e.Bounds.Right - rightPos - sz, e.Bounds.Top + 5), new Point(e.Bounds.Right - rightPos - sz + 4, e.Bounds.Top + sz)); e.Graphics.DrawLine(new Pen(buttonColor, 2), new Point(e.Bounds.Right - rightPos - sz + 4, e.Bounds.Top + sz), new Point(e.Bounds.Right - rightPos - 1, e.Bounds.Top)); } else if (style == STYLE.EXTENSION_OFF) // x { e.Graphics.DrawLine(new Pen(buttonColor, 2), new Point(e.Bounds.Right - rightPos - sz + 2, e.Bounds.Top), new Point(e.Bounds.Right - rightPos - 1, e.Bounds.Top + sz - 2)); e.Graphics.DrawLine(new Pen(buttonColor, 2), new Point(e.Bounds.Right - rightPos - sz + 2, e.Bounds.Top + sz - 2), new Point(e.Bounds.Right - rightPos - 1, e.Bounds.Top)); } rightPos += sz + 1; }
static public void DrawCurvedWorldMaterialProperties(MaterialEditor materialEditor, STYLE style, bool drawRenderingOptions, bool drawCull) { if (drawRenderingOptions && _BlendMode != null) { //Make sure that needed setup(ie keywords / renderqueue) are set up if we're switching some existing Material material = materialEditor.target as Material; SetupMaterialWithBlendMode(material, (BlendMode)material.GetFloat("_Mode")); //If blend modes are not available - use default blend mode } switch (style) { case STYLE.HelpBox: { using (new AmazingAssets.EditorGUIUtility.EditorGUILayoutBeginVertical(EditorStyles.helpBox)) { EditorGUILayout.LabelField(Label.mainGroupName, EditorStyles.boldLabel); if (_CurvedWorldBendSettings != null) { materialEditor.ShaderProperty(_CurvedWorldBendSettings, Label.bendType); } } GUILayout.Space(5); } break; case STYLE.Standard: { EditorGUILayout.LabelField(Label.mainGroupName, EditorStyles.boldLabel); if (_CurvedWorldBendSettings != null) { materialEditor.ShaderProperty(_CurvedWorldBendSettings, Label.bendType); } GUILayout.Space(5); } break; case STYLE.Foldout: { foldout = EditorGUILayout.BeginFoldoutHeaderGroup(foldout, Label.mainGroupName); if (foldout) { if (_CurvedWorldBendSettings != null) { materialEditor.ShaderProperty(_CurvedWorldBendSettings, Label.bendType); } GUILayout.Space(5); } EditorGUILayout.EndFoldoutHeaderGroup(); } break; case STYLE.None: default: { if (_CurvedWorldBendSettings != null) { materialEditor.ShaderProperty(_CurvedWorldBendSettings, Label.bendType); } } break; } if (drawRenderingOptions && _BlendMode != null) { EditorGUI.BeginChangeCheck(); { BlendModePopup(materialEditor); } if (EditorGUI.EndChangeCheck()) { foreach (var obj in _BlendMode.targets) { Material mat = (Material)obj; SetupMaterialWithBlendMode(mat, (BlendMode)mat.GetFloat("_Mode")); } } } if (drawCull && _Cull != null) { materialEditor.ShaderProperty(_Cull, Label.renderFace); } }