Пример #1
0
    public ColourData GetPreviousAvailableColour(int startPoint) // iterate through an array of colors to see what colors can be picked from
    {
        //colours[startPoint].isFree = true;

        if (startPoint == 0)
        {
            startPoint = colours.Length;
        }

        ColourData r_colours = new ColourData();

        for (int i = startPoint - 1; i >= 0; i--)
        {
            if (colours[i].isFree == true)
            {
                colours[i].itr = i;
                //if the colour is free then set it and return.
                //colours[i].isFree = false;
                colours[i].playerID = i - 1;
                r_colours           = colours[i];
                Debug.Log(colours[i].name);
                Debug.Log(r_colours.playerID);

                return(r_colours);
            }
        }

        //r_colours.isFree = false;
        //r_colours.colour = white;
        //r_colours.playerID = 10;
        return(r_colours);
    }
Пример #2
0
    //Returns the colour data and whether it is free or not.
    //public ColourData GetColour(COLOURS a_colours)
    //{
    //    ColourData r_colours = new ColourData();
    //    r_colours.isFree = !array[(int)a_colours];
    //
    //    //Checks whether the colour is free
    //    if (r_colours.isFree == true)
    //    {
    //        r_colours.colour = colours[a_colours];
    //        array[(int)a_colours] = true;
    //        r_colours.playerID = (int)a_colours;
    //    }
    //    else
    //    {
    //        r_colours.colour = white;
    //        r_colours.playerID = 10;
    //    }
    //
    //    return r_colours;
    //}

    //Free's the colour for other use [cam]
    //public void FreeColour(COLOURS a_colours)
    //{
    //    //Set the colour to be available [cam]
    //    array[(int)a_colours] = false;
    //}
    //Loops through and finds the next available colour [cam]

    public ColourData SpawnColour()
    {
        ColourData r_colours = new ColourData();

        for (int i = 0 + 1; i <= colours.Length; i++)
        {
            if (colours[i].isFree == true)
            {
                colours[i].itr = i;
                //if the colour is free then set it and return.
                colours[i].isFree   = false;
                colours[i].playerID = i - 1;
                r_colours           = colours[i];
                Debug.Log(colours[i].name);
                Debug.Log(r_colours.playerID);
                newColors = true;

                return(r_colours);
            }
        }

        newColors = true;
        //r_colours.isFree = false;
        //r_colours.colour = white;
        //r_colours.playerID = 10;
        return(r_colours);
    }
Пример #3
0
    public void selectColor(int startPoint)
    {
        if (colours[startPoint].isFree == true)
        {
            colours[startPoint].isFree = false;
        }
        else
        {
            ColourData r_colours = new ColourData();
            for (int i = startPoint + 1; i <= colours.Length; i++)
            {
                if (startPoint > 5)
                {
                    startPoint = -1;
                }

                if (colours[i].isFree == true)
                {
                    colours[i].itr = i;
                    //if the colour is free then set it and return.
                    //colours[i].isFree = false;
                    colours[i].playerID = i - 1;
                    r_colours           = colours[i];
                    Debug.Log(colours[i].name);
                    Debug.Log(r_colours.playerID);
                }
            }
        }
    }
Пример #4
0
    private void Start()
    {
        ColourData temp = GetComponentInParent <bulletColour>().SpawnColour();

        if (temp.isFree == false && MatchSettings.numPlayers == 0)  // on character select [Graham]
        {
            Debug.Log("Setting Colour");
            ColourOfBullet = temp.colour;
            colour         = temp.colour;
            colourData     = temp;


            GetComponentInChildren <SkinnedMeshRenderer>().material.color = colour;
            m_PlayerID = temp.playerID;
            GetComponentInParent <Unique>().GetComponentInChildren <BoostCollider>().setColour(colour);
            colourdull = colour;
            colourItr  = colourData.itr;
        }
        else
        {
            Debug.Log("Setting Colour from match settings");
            ColourOfBullet = colour;
            colourdull     = colour;
            GetComponentInChildren <SkinnedMeshRenderer>().material.color = colour;
            GetComponentInParent <Unique>().GetComponentInChildren <BoostCollider>().setColour(colour);
        }
    }
        public void TestXlsxParsingDataStructures_ColorTypeIndexed()
        {
            ColourData text = new ColourData("72", "", ColourType.Indexed);
            Assert.IsFalse(StyleInfoColor.IsWhiteText(text));

            text = new ColourData("81", "", ColourType.Indexed);
            Assert.IsFalse(StyleInfoColor.IsWhiteText(text));

            text = new ColourData("-1", "", ColourType.Indexed);
            Assert.IsFalse(StyleInfoColor.IsWhiteText(text));

            text = new ColourData("65", "", ColourType.Indexed);
            Assert.IsFalse(StyleInfoColor.IsWhiteText(text));

            text = new ColourData("66", "", ColourType.Indexed);
            Assert.IsFalse(StyleInfoColor.IsWhiteText(text));

            text = new ColourData("1", "", ColourType.Indexed);
            Assert.IsTrue(StyleInfoColor.IsWhiteText(text));

            text = new ColourData("9", "", ColourType.Indexed);
            Assert.IsTrue(StyleInfoColor.IsWhiteText(text));

            text = new ColourData("64", "", ColourType.Indexed);
            Assert.IsTrue(StyleInfoColor.IsWhiteText(text));
        }
Пример #6
0
 public void InitializeColours(ColourData colourData)
 {
     this.colourData = colourData;
     Debug.Log("Init player colours");
     GetComponents();
     currentColourIndex   = (uint)Random.Range(0, colourData.size);
     spriteRenderer.color = colourData.GetColourFromIndex(currentColourIndex);
 }
 private void OnButtonClick(object sender, EventArgs e, CheckBox butt, ColourData <byte> colourData)
 {
     if (current.value != colourData.value)
     {
         current = colourData;
         SetSelected();
         onValueChanged.Invoke(colourData.value);
     }
 }
Пример #8
0
    private void Start()
    {
        ColourData temp = GetComponentInParent <bulletColour>().GetNextAvailableColour();

        if (temp.isFree == true)
        {
            Debug.Log("Setting Colour");
            ColourOfBullet = temp.colour;
            colour         = temp.colour;
            GetComponentInChildren <SkinnedMeshRenderer>().material.color = colour;
            m_PlayerID = temp.playerID;
            GetComponentInParent <Unique>().GetComponentInChildren <BoostCollider>().setColour(colour);
        }
    }
 public ObstacleGenerator(ObstacleData[] obstacles, ObstacleData colourSwapper, Transform container, ColourData colourData)
 {
     this.obstacles     = obstacles;
     this.colourSwapper = colourSwapper;
     this.container     = container;
     this.colourData    = colourData;
     generatedObstacles = new List <IColorEntity>();
     Generate();
     GenerateColourSwapper();
     Generate();
     GenerateColourSwapper();
     Generate();
     GenerateColourSwapper();
     Generate();
 }
    public void InitializeColours(ColourData colourData)
    {
        if (system == null)
        {
            return;
        }
        var copySystem = new ParticleSystem.Particle[system.main.maxParticles];
        var count      = system.GetParticles(copySystem);

        for (int i = 0; i < count; i++)
        {
            if (copySystem[i].startColor == Color.white)
            {
                copySystem[i].startColor = colourData.GetRandomColour();
            }
        }
        system.SetParticles(copySystem, count);
    }
    //Returns the colour data and whether it is free or not.
    public ColourData GetColour(COLOURS a_colours)
    {
        ColourData r_colours = new ColourData();
        r_colours.isFree = !array[(int)a_colours];

        //Checks whether the colour is free
        if (r_colours.isFree == true)
        {
            r_colours.colour = colours[a_colours];
            array[(int)a_colours] = true;
            r_colours.playerID = (int)a_colours;
        }
        else
        {
            r_colours.colour = white;
            r_colours.playerID = 10;
        }

        return r_colours;
    }
 //Loops through and finds the next available colour [cam]
 public ColourData GetNextAvailableColour()
 {
     ColourData r_colours = new ColourData();
     for (int i = 0; i <= counter; i++)
     {
         if (array[i] == false)
         {
             //if the colour is free then set it and return.
             r_colours.isFree = true;
             array[i] = true;
             r_colours.colour = colours[(COLOURS)i];
             r_colours.playerID = i;
             return r_colours;
         }
     }
     r_colours.isFree = false;
     r_colours.colour = white;
     r_colours.playerID = 10;
     return r_colours;
 }
Пример #13
0
        public static UI32.tableLayoutPanel1 GetTrainerColourButtonsFromFile(string file)
        {
            string titleThing = "";

            List <ColourData <byte> > colours = new List <ColourData <byte> >();

            using (var reader = new StreamReader(file))
            {
                int l = 0;
                while (!reader.EndOfStream)
                {
                    l++;

                    string   line   = reader.ReadLine();
                    string[] values = line.Split(',');


                    if (l == 1)
                    {
                        titleThing = values[1];
                    }


                    if (l > 5)
                    {
                        string[] colourNameSplit = values[0].Split('-');

                        byte   val     = byte.Parse(values[1], System.Globalization.NumberStyles.HexNumber);
                        Color  col     = ColorTranslator.FromHtml(colourNameSplit[0]);
                        string colName = colourNameSplit[1];


                        ColourData <byte> colourD = new ColourData <byte>(col, colName, val);

                        colours.Add(colourD);
                    }
                }

                return(new tableLayoutPanel1(titleThing, colours.ToArray()));
            }
        }
Пример #14
0
    public Color selectColourLeft()
    {
        //if (colourData.itr == 6)
        //{
        //    colourData.itr = 0;
        //}

        ColourData temp = GetComponentInParent <bulletColour>().GetPreviousAvailableColour(colourItr);

        if (temp.isFree == true)
        {
            colourData = temp;
            //Debug.Log("Setting Colour");
            ColourOfBullet = temp.colour;
            colour         = temp.colour;
            colourdull     = temp.colour;
            GetComponentInChildren <SkinnedMeshRenderer>().material.color = colour;
            GetComponentInParent <Unique>().GetComponentInChildren <BoostCollider>().setColour(colour);
            colourItr = colourData.itr;
        }

        return(colour);
    }
Пример #15
0
    public void drawMesh(MeshData meshData, ColourData colourData, Material material)
    {
//        Debug.Log(meshData);
        this.colourData = colourData;



        Mesh mesh = meshData.CreateMesh();

        float[] heights = findMinMax(mesh.uv);
        colourData.mat.SetFloat("minHeight", -15);
        colourData.mat.SetFloat("maxHeight", 15);
        //Debug.Log("Max height : " + heights[1]);
        //Debug.Log("Min height : " + heights[0]);
        //Debug.Log("height: " + mesh.uv[mesh.uv.Length / 2]);
        colourData.mat.SetColorArray("baseColours", colourData.baseColours);
        colourData.mat.SetFloatArray("baseStartHeights", colourData.baseStartHeights);
        colourData.mat.SetInt("baseColourCount", colourData.baseColours.Length);
        colourData.mat.SetFloatArray("baseBlends", colourData.baseBlends);

        meshFilter.sharedMesh   = mesh;
        meshCollider.sharedMesh = mesh;
    }
 public ButtonColourData(CheckBox button, ColourData <T> colourData)
 {
     this.button     = button;
     this.colourData = colourData;
 }
Пример #17
0
    void ColourChooser() //Chooses a random colour scheme each call, matching the background and cube, with contrasting ghoul and player colours
    {
        Renderer cubeColour, playerColour, ghoulmateColour;
        Camera   cameraColour;

        cameraColour    = GameObject.Find("Main Camera").GetComponent <Camera>();
        cubeColour      = GameObject.Find("Cube").GetComponent <MeshRenderer>();
        ghoulmateColour = GameObject.Find("Ghoulmate(Clone)").transform.Find("Sphere").GetComponent <SkinnedMeshRenderer>();
        playerColour    = GameObject.Find("Player(Clone)").transform.Find("Sphere").GetComponent <SkinnedMeshRenderer>();
        ColourData green  = ScriptableObject.CreateInstance <ColourData>();
        ColourData blue   = ScriptableObject.CreateInstance <ColourData>();
        ColourData yellow = ScriptableObject.CreateInstance <ColourData>();
        ColourData orange = ScriptableObject.CreateInstance <ColourData>();
        ColourData red    = ScriptableObject.CreateInstance <ColourData>();
        ColourData pink   = ScriptableObject.CreateInstance <ColourData>();
        ColourData purple = ScriptableObject.CreateInstance <ColourData>();
        ColourData black  = ScriptableObject.CreateInstance <ColourData>();

        green.Init("green", cameraGreen, cubeGreen, greenGhoulmates);
        blue.Init("blue", cameraBlue, cubeBlue, blueGhoulmates);
        yellow.Init("yellow", cameraYellow, cubeYellow, yellowGhoulmates);
        orange.Init("orange", cameraOrange, cubeOrange, orangeGhoulmates);
        red.Init("red", cameraRed, cubeRed, redGhoulmates);
        pink.Init("pink", cameraPink, cubePink, pinkGhoulmates);
        purple.Init("purple", cameraPurple, cubePurple, purpleGhoulmates);
        black.Init("black", cameraBlack, cubeBlack, blackGhoulmates);

        ColourData[] colours    = { green, blue, yellow, orange, red, pink, purple };
        Material[]   ghoulmates = { ghoulmatesGreen, ghoulmatesBlue, ghoulmatesYellow, ghoulmatesOrange, ghoulmatesRed, ghoulmatesPink, ghoulmatesPurple };
        int          random     = Random.Range(0, colours.Length);

        if (levelCount % 10 == 0 && levelCount != 0)  //Every 10 levels spawns a dark scene, only light visible is the player
        {
            timerRaw += 5;
            cameraColour.backgroundColor = black.colourCamera;
            cubeColour.material          = black.colourCube;

            int randomBlack = Random.Range(0, black.colourGhoulmates.Length);
            ghoulmateColour.material = ghoulmates[black.colourGhoulmates[randomBlack]];
            playerColour.material    = ghoulmates[black.colourGhoulmates[randomBlack]];
            Light light = GameObject.Find("Player(Clone)").transform.Find("Light").GetComponent <Light>();;
            light.enabled = true;

            //Following section disables emission light source on all AI and ghoulmate
            Renderer heart = GameObject.Find("LevelHeart").GetComponent <Renderer>();
            heart.material.DisableKeyword("_EMISSION");
            ghoulmateColour.material.DisableKeyword("_EMISSION");
            GameObject[] ais = GameObject.FindGameObjectsWithTag("AI");
            for (int i = 0; i < ais.Length; i++)
            {
                Renderer cur = ais[i].transform.Find("Sphere").GetComponent <SkinnedMeshRenderer>();
                cur.material.DisableKeyword("_EMISSION");
            }
            return;
        }

        cameraColour.backgroundColor = colours[random].colourCamera;
        cubeColour.material          = colours[random].colourCube;
        int random2 = Random.Range(0, colours[random].colourGhoulmates.Length);

        if (levelCount % 5 == 0 && levelCount != 0) //Every level ending in 5 ghoulmate is same colour as AI
        {
            ghoulmateColour.material = AImaterial;
        }
        else
        {
            ghoulmateColour.material = ghoulmates[colours[random].colourGhoulmates[random2]];
        }
        playerColour.material = ghoulmates[colours[random].colourGhoulmates[random2]];
    }
Пример #18
0
        public void OnColorChoice(object sender, Event evt)
        {
            wx.Object        obj = evt.EventObject;
            SkinElementColor el  = null;

            if (obj == m_background.m_rgbSelector)
            {
                el = m_background;
            }
            else if (obj == m_freeTrack.m_rgbSelector)
            {
                el = m_freeTrack;
            }
            else if (obj == m_reservedTrack.m_rgbSelector)
            {
                el = m_reservedTrack;
            }
            else if (obj == m_reservedShunting.m_rgbSelector)
            {
                el = m_reservedShunting;
            }
            else if (obj == m_occupiedTrack.m_rgbSelector)
            {
                el = m_occupiedTrack;
            }
            else if (obj == m_workingTrack.m_rgbSelector)
            {
                el = m_workingTrack;
            }
            else if (obj == m_outline.m_rgbSelector)
            {
                el = m_outline;
            }
            else if (obj == m_text.m_rgbSelector)
            {
                el = m_text;
            }
            else
            {
                return;
            }

            byte   rv, gv, bv;
            String str;

            str = el.m_r.Value;
            rv  = Globals.wxStrtoul(str, 0, 0);
            str = el.m_g.Value;
            gv  = Globals.wxStrtoul(str, 0, 0);
            str = el.m_b.Value;
            bv  = Globals.wxStrtoul(str, 0, 0);
            Colour     elCol = new wx.Colour(rv, gv, bv);
            ColourData data  = new ColourData();

            data.ChooseFull = (true);
            data.Colour     = (elCol);

            ColourDialog dialog = new ColourDialog(this, data);

            if (dialog.ShowModal() == ShowModalResult.OK)
            {
                ColourData retData = dialog.ColourData;
                wx.Colour  col     = retData.Colour;
                byte       v       = col.Red;
                str          = String.Format(wxPorting.T("%d"), v);
                el.m_r.Value = (str);

                v            = col.Green;
                str          = String.Format(wxPorting.T("%d"), v);
                el.m_g.Value = (str);

                v            = col.Blue;
                str          = String.Format(wxPorting.T("%d"), v);
                el.m_b.Value = (str);
            }
        }
Пример #19
0
 public void InitializeColours(ColourData colourData)
 {
     this.colourData = colourData;
     GetComponents();
     spriteRenderer.color = colourData.GetColourFromIndex(colourIndex);
 }
Пример #20
0
 // Use this for initialization
 void Start()
 {
     // Pull the color from the player's stats, step up to parent and then grab playerstats from the child [jack]
     playerColour = GetComponent <Transform>().parent.gameObject.GetComponentInChildren <PlayerStats>().colourData;
     meshRenderer = GetComponent <MeshRenderer>();
 }