Пример #1
0
        private void InitializeColorChangeSystem(GameColor color) {
            Color32 primaryMeshColor = color.ToUnityColor(_primaryMeshAlpha);
            _primaryMeshMPB = new MaterialPropertyBlock();  // default color is black
            _primaryMeshRenderer.GetPropertyBlock(_primaryMeshMPB);
            // renderer's existing MaterialPropertyBlock color is also black, implying that the existing property block is the default, at least wrt color
            _primaryMeshMPB.SetColor(UnityConstants.StdShader_Property_AlbedoColor, primaryMeshColor);
            //D.Log("{0}.PrimaryMeshMPB color after initialization = {1}.", DebugName, _primaryMeshMPB.GetVector(UnityConstants.StdShader_Property_AlbedoColor));

            if (_hiddenMeshMPB == null) {
                _hiddenMeshMPB = new MaterialPropertyBlock();
                _primaryMeshRenderer.GetPropertyBlock(_hiddenMeshMPB);
                _hiddenMeshMPB.SetColor(UnityConstants.StdShader_Property_AlbedoColor, HiddenMeshColor);
            }
        }
Пример #2
0
 protected virtual void RefreshReadout(string text, GameColor color = GameColor.White) {
     _readoutLabel.text = text;
     _readoutLabel.color = color.ToUnityColor();
 }
Пример #3
0
 /// <summary>
 /// Changes a GameColor value into a 6 digit Hex RGB string, ignoring the alpha channel.
 /// </summary>
 /// <param name="color">The GameColor.</param>
 /// <returns></returns>
 public static string ColorToHex(GameColor color) {
     return ColorToHex(color.ToUnityColor());
 }
Пример #4
0
 public void ChangeFleetIcon(IIcon icon, GameColor color) {
     _fleetIcon = icon;
     _fleetIconSprite.spriteName = icon.Filename;
     _fleetIconSprite.color = color.ToUnityColor();
 }
 protected void PopulateProgressBarValues(float value, GameColor color) {
     _slider.value = value;
     _barForeground.color = color.ToUnityColor();
 }