示例#1
0
 private void Start()
 {
     SceneManager.LoadSceneAsync(scenesName[0], LoadSceneMode.Additive);
     Cursor.visible   = false;
     Cursor.lockState = CursorLockMode.Locked;
     cg = FindObjectOfType <ColorChange>();
 }
示例#2
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        private void changeBackgroundColorToolStripMenuItem_Click(object sender, EventArgs e)
        {
            ColorDialog MyDialog = new ColorDialog();

            // Keeps the user from selecting a custom color.
            MyDialog.AllowFullOpen = true;
            // Allows the user to get help. (The default is false.)
            MyDialog.ShowHelp = true;

            // Update the text box color if the user clicks OK.

            if (MyDialog.ShowDialog() == DialogResult.OK)
            {
                ColorChange changes = new ColorChange();
                foreach (DataGridViewCell cell in this.dataGridView1.SelectedCells)
                {
                    SpreadsheetCell engineCell = this.engine.Sheet[cell.RowIndex, cell.ColumnIndex];

                    changes.AddCell(ref engineCell, engineCell.BGColor, (uint)MyDialog.Color.ToArgb());

                    engineCell.BGColor = (uint)MyDialog.Color.ToArgb();
                }

                this.engine.UndoStack.Push(new ColorChangeCommand(changes));
                this.engine.UndoEmpty = false;
                this.undoToolStripMenuItem.Enabled = true;
            }
        }
示例#3
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 //Start out by making sure the color of the rocket is consistent
 //and getting the audio for the launch
 void Start()
 {
     sky = RenderSettings.skybox;
     sky.SetFloat("_AtmosphereThickness", 0);
     ColorChange.ChangeColor(ColorChange.getColor());
     audio = ScreenChanges.audio2;
 }
 private void UpdateColor(ColorChange cubeColor)
 {
     cubeColor.changeColor = changeColor;
     cubeColor.yScale      = yScale;
     cubeColor.topOnly     = topOnly;
     cubeColor.gradient    = gradient;
 }
示例#5
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    IEnumerator ChangeColor(ColorChange colorChange)
    {
        if (!isChangingColor)
        {
            Debug.Log("Start Main menu color change coroutine");
            float ElapsedTime = 0;
            float TotalTime   = colorChange.time;
            //byte AlplaMultiplier = 1;
            Color StartColor           = MainCamera.backgroundColor,
                  StartBackgroundColor = BackgroundImage.color;


            isChangingColor = true;

            while (ElapsedTime < TotalTime)
            {
                ElapsedTime += UnityEngine.Time.deltaTime;
                MainCamera.backgroundColor = Color.Lerp(
                    a: StartColor,
                    b: colorChange.color,
                    t: (ElapsedTime / TotalTime));
                BackgroundImage.color = Color.Lerp(
                    a: StartBackgroundColor,
                    b: colorChange.color2,
                    t: (ElapsedTime / TotalTime));
                yield return(null);
            }

            isChangingColor = false;
            Debug.Log("Stop Main menu color change coroutine");
        }
    }
示例#6
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 void Start()
 {
     m_player            = GameObject.FindGameObjectWithTag("Player");
     m_playerColorChange = m_player.GetComponent <ColorChange>();
     m_guardManager      = FindObjectOfType <GuardManager>();
     m_state             = State.Idle;
     m_scale             = transform.localScale;
 }
	// Use this for initialization
	void Start () {
		this.mRenderer = this.GetComponent<Renderer>();
		this.mRenderer.material.SetColor ("_Color", new Color(Random.value, Random.value, Random.value));
		this.mColor = mRenderer.material.GetColor ("_Color");

		colorChange = new ColorChange (this.replaceColor);
		colorChange += BackgroundManager.changeColor;
	}
示例#8
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    public virtual void Start()
    {
        gamemanager     = FindObjectOfType <Gamemanager>();
        display         = FindObjectOfType <CardDisplay>();
        playerSelection = FindObjectOfType <PlayerSelection>();
        colorChange     = FindObjectOfType <ColorChange>();

        // colorChange.Start();
    }
示例#9
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 private void Start()
 {
     colorChange            = GetComponentInParent <ColorChange>();
     activeColor            = SwordColor.orange;
     orangeCollider.enabled = false;
     blueCollider.enabled   = false;
     //orangeSpriteRenderer.enabled = false;
     //blueSpriteRenderer.enabled = false;
 }
示例#10
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    void Start()
    {
        text      = GetComponent <TextMeshProUGUI>();
        text.text = TextFormat(textUI);
        UIValue   = carriedValue;

        //Components for Top Text UI
        colorchange = GetComponent <ColorChange>();
    }
示例#11
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    public void ChangeColor(Color color, float interval)
    {
        mainCamera.backgroundColor = color;
        ColorChange colorChange = new ColorChange();

        colorChange.color     = color;
        colorChange.timeStamp = Time.time + interval;
        colors.Push(colorChange);
    }
示例#12
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    private void OnCollisionEnter(Collision collision)
    {
        GameObject  ring         = GameObject.Find(ringName); //change the color on the ring
        ColorChange colorChanger = ring.GetComponent <ColorChange>();

        colorChanger.ChangeColor();
        AudioSource score = GetComponent <AudioSource>();

        score.Play();
    }
示例#13
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 //Called once per frame, polls for inputs of all kinds
 void Update()
 {
     delay_timer += 1;
     //Quit with Q
     if (Input.GetKeyDown(KeyCode.Q))
     {
         print(":)");
         System.Diagnostics.Process.GetCurrentProcess().Kill();
     }
     //Option Selection Keys
     if (Input.GetKeyDown(KeyCode.A))
     {
         Selector.prev_option();
     }
     if (Input.GetKeyDown(KeyCode.D))
     {
         Selector.next_option();
     }
     //Manual Click Key - DON'T DO THIS ON THE GAMEPLAY SCREEN - LEADS TO WEIRD BEHAVIOR
     if (Input.GetKeyDown(KeyCode.S) && SceneManager.GetActiveScene().name != "Gameplay")
     {
         Manual_Click.click();
     }
     //Color Changing Keys
     if (Input.GetKeyDown(KeyCode.J))
     {
         ColorChange.ChangeColor(0);
     }
     if (Input.GetKeyDown(KeyCode.K))
     {
         ColorChange.ChangeColor(1);
     }
     if (Input.GetKeyDown(KeyCode.L))
     {
         ColorChange.ChangeColor(2);
     }
     //Fuel and Angle Controllers
     if (Input.GetKey(KeyCode.F))
     {
         GameState.select_fuel();
     }
     else
     {
         GameState.unselect_fuel();
     }
     if (Input.GetKey(KeyCode.G))
     {
         GameState.select_angle();
     }
     else
     {
         GameState.unselect_angle();
     }
 }
示例#14
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    public void M_ToggleColor(string name, bool active, bool instantToggle = false)
    {
        ColorChange cChange = M_GetColorChange(name);

        if (cChange != null)
        {
            cChange.m_active = active;
        }

        UpdateMaterials(instantToggle);
    }
示例#15
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    public void M_AddColor(ColorChange colorChange)
    {
        if (M_Exists(colChangesList, colorChange.m_name))
        {
            return;
        }

        colChangesList.Add(colorChange);

        M_SortList();
    }
示例#16
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 private void Start()
 {
     rigidbodyPlayer = GetComponent <Rigidbody>();
     transformPlayer = GetComponent <Transform>();
     colliderPlayer  = GetComponent <Collider>();
     animatorPlayer  = GetComponentInChildren <Animator>();
     colorchange     = GetComponent <ColorChange>();
     // particleMoney.SetActive(false);
     //particleMoney.GetComponent<ParticleSystem>().Stop();
     //animatorPlayer.SetBool("Walk", false);
 }
示例#17
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    // Start is called before the first frame update
    void Start()
    {
        //Test test = new Test();

        onColorChange += ColorApply;
        onColorChange += ColorApply2;
        // onColorChange.Invoke();
        Application.targetFrameRate = 30;
        Invoke("StopPlaying", 1);
        Debug.Log("Start Called " + Time.deltaTime);
    }
示例#18
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    public void M_AddColor(string name, int importance, Color colorDiff, Color colorEmi)
    {
        if (M_Exists(colChangesList, name))
        {
            return;
        }

        ColorChange cCh = new ColorChange(name, importance, colorDiff, colorEmi);

        colChangesList.Add(cCh);

        M_SortList();
    }
示例#19
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    void Start()
    {
        m_player         = GameObject.FindGameObjectWithTag("Player");
        m_colorChange    = m_player.GetComponent <ColorChange>();
        m_bar            = GetComponent <Image>();
        m_bar.fillAmount = 0f;
        m_stealables     = FindObjectsOfType <Stealable>();

        Color tmp = m_bar.color;

        tmp.a       = m_transparency;
        m_bar.color = tmp;
    }
示例#20
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文件: Ball.cs 项目: dkorobov2/stripes
    public void resetBarriers()
    {
        GameObject stripes = GameObject.Find("Stripes");
        GameObject stripe, barrier;

        //foreach (GameObject stripe in stripes) {
        for (int i = 0; i < stripes.transform.childCount; i++)
        {
            stripe  = stripes.transform.GetChild(i).gameObject;
            barrier = stripe.transform.Find("barrier/barrier").gameObject;
            ColorChange colorChange = barrier.GetComponent <ColorChange> ();
            colorChange.resetBarrier();
        }
    }
示例#21
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    void Start()
    {
        AtkEnd           = false;
        AttackStart      = false;
        SetAttackPlaneNo = 0;
        AttackCount      = 0;
        value            = 0;

        fadeSystem = gameObject.GetComponent <FadeSystem>();

        colorChange = gameObject.GetComponent <ColorChange>();
        hitEnemyHP  = gameObject.GetComponent <HitEnemyHP>();
        e_AttackSet = gameObject.GetComponent <E_AttackSet>();
    }
示例#22
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 private void Start()
 {
     playerSFX  = GetComponent <PlayerSFX>();
     player     = GetComponent <Player>();
     cc         = GetComponent <ColorChange>();
     checkpoint = transform.position;
     try
     {
         fairycc = fairy.GetComponent <ColorChange>();
     } catch (Exception e)
     {
         Debug.Log("No Fairy in scene");
     }
 }
        private void Apply_Button(object sender, RoutedEventArgs e)
        {
            if (!Controler.MyRegist.GetValue(Params.SavePath).Equals(path.Text))
            {
                System.IO.File.Move(Controler.MyRegist.GetValue(Params.SavePath) + Controler.PilotesFileName, path.Text + Controler.PilotesFileName);
                System.IO.File.Move(Controler.MyRegist.GetValue(Params.SavePath) + Controler.CircuitsFileName, path.Text + Controler.CircuitsFileName);
                System.IO.File.Move(Controler.MyRegist.GetValue(Params.SavePath) + Controler.ChronosFileName, path.Text + Controler.ChronosFileName);
            }

            Controler.MyRegist.SetValue(Params.SavePath, path.Text);
            Controler.MyRegist.SetValue(Params.ListBackColor, BackColor.Color.ToString());
            Controler.MyRegist.SetValue(Params.ListFontColor, TextColor.Color.ToString());

            ColorChange?.Invoke(TextColor.Color, BackColor.Color);
        }
示例#24
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 /// <summary>
 /// Change two colors
 /// </summary>
 private void SwapColorButtonClick(object sender, EventArgs e)
 {
     CloseAllPopUps(sender, e);
     if ((firstColorComboBox.SelectedItem != null) && (secondColorComboBox.SelectedItem != null))
     {
         ImageTask task = new ColorChange(
             ImageModification.ColorRotate,
             imageSet,
             firstColorComboBox.SelectedItem.ToString(),
             secondColorComboBox.SelectedItem.ToString()
             );
         taskControl.Add(task);
         taskControl.CheckAndProcess();
         log.Add("Image colors swaped (" + firstColorComboBox.SelectedItem.ToString() + ", " + secondColorComboBox.SelectedItem.ToString() + ")");
     }
 }
示例#25
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    // Use this for initialization
    void Start()
    {
        //Need to get the renderer of the object before we can make changes to it
        r = GetComponent <MeshRenderer>();

        //allow the color to be changed
        //CanChangeColor = true;

        //need color controller script to determine current active color
        changeScript = GameObject.Find("ColorControl");
        colorChange  = changeScript.GetComponent <ColorChange>();
        currColor    = colorChange.myColor;

        //CanChangeColor = true;

        r.enabled = false;
    }
示例#26
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 /// <summary>
 /// Sets both goal levels and teams.
 /// </summary>
 void SetGoals()
 {
     foreach (GameObject g in GameObject.FindGameObjectsWithTag("GoalKeeper"))
     {
         Color color;
         if (g.name == "GoalKeeper1")
         {
             color = matchSettings.team1.GetColor();
         }
         else
         {
             color = matchSettings.team2.GetColor();
         }
         ColorChange.SetColor(g.transform, color);
         g.GetComponent <GoalAI> ().smoothness = matchSettings.goalLevel;
     }
 }
示例#27
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    void UpdateMaterials(bool instantToggle) //doesnt need to be called all the time
    {
        ColorChange colChangeToUse = null;

        for (int i = 0; i < colChangesList.Count; i++) //find which color to use
        {
            if (colChangesList[i].m_active)
            {
                colChangeToUse = colChangesList[i];
                break;
            }
        }

        for (int y = 0; y < m_renderers.Length; y++)
        {
            Material[] mats = m_renderers[y].materials;
            if (colChangeToUse == null) //reset all materials to start colors
            {
                for (int i = 0; i < mats.Length; i++)
                {
                    //SetColorOnMaterialIndex(m_renderers[y], i, m_startColors[y].m_startColor[i], m_startColors[y].m_startEmission[i]);
                    SetWantedColorOnIndex(y, i, m_startColors[y].m_startColor[i], m_startColors[y].m_startEmission[i]);
                    if (instantToggle) //set the color instantly
                    {
                        SetColorOnMaterialIndex(m_renderers[y], i, m_startColors[y].m_startColor[i], m_startColors[y].m_startEmission[i]);
                    }
                }
            }
            else //equipp the new colors! :D
            {
                for (int i = 0; i < mats.Length; i++)
                {
                    //SetColorOnMaterialIndex(m_renderers[y], i, colChangeToUse.m_color, colChangeToUse.m_emission);
                    SetWantedColorOnIndex(y, i, colChangeToUse.m_color, colChangeToUse.m_emission);
                    if (instantToggle) //set the color instantly
                    {
                        SetColorOnMaterialIndex(m_renderers[y], i, colChangeToUse.m_color, colChangeToUse.m_emission);
                    }
                }
            }

            //m_renderers[y].materials = mats;
        }

        m_currSleepTimer = Time.time + m_sleepAfter;
    }
示例#28
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    IEnumerator Teleport()
    {
        this.GetComponent <BoxCollider>().enabled = false;
        rb.useGravity  = false;
        material.color = new Color(material.color.r, material.color.g, material.color.b, 0.5f);

        //Teleport Duration
        yield return(new WaitForSeconds(properties.teleportDuration));

        this.GetComponent <BoxCollider>().enabled = true;
        rb.useGravity  = true;
        material.color = new Color(material.color.r, material.color.g, material.color.b, 1.0f);

        ColorChange cc = FindObjectOfType <ColorChange>();

        cc.ChangeColor(properties.telePUColor);
        cc.BordersEnabled(false);
    }
    private void Update()
    {
        float[] spectrum = new float[range];
        audioSource.GetSpectrumData(spectrum, 0, FFTWindow.Hanning);
        for (int i = 0; i < rings.Length; i++)
        {
            if (rotate)
            {
                rings[i].parent.transform.Rotate(0, (i % 2 == 0 ? ringRotateSpeed : -ringRotateSpeed), 0);
            }
            for (int j = 0; j < rings[i].cubes.Length; j++)
            {
                Vector3 prevScale = rings[i].cubes[j].transform.localScale;
                prevScale.y = Mathf.Lerp(prevScale.y, spectrum[(rings[i].cubes.Length * i) + j] * yScale * (topOnly ? 2 : 4), Time.deltaTime * updateSpeed);
                rings[i].cubes[j].transform.localScale = prevScale;

                if (topOnly)
                {
                    Vector3 prevPosition = rings[i].cubes[j].transform.position;
                    prevPosition.y = Mathf.Lerp(prevPosition.y, (spectrum[(rings[i].cubes.Length * i) + j] * yScale), Time.deltaTime * updateSpeed);
                    rings[i].cubes[j].transform.position = prevPosition;
                }
                else
                {
                    Vector3 prevPosition = rings[i].cubes[j].transform.position;
                    prevPosition.y = rings[i].parent.transform.position.y;
                    rings[i].cubes[j].transform.position = prevPosition;
                }

                //rings[i].cubes[j].transform.localScale = new Vector3(rings[i].cubes[j].transform.localScale.x, spectrum[(rings[i].cubes.Length*i) + j] * yScale * (topOnly ? 2 : 4), rings[i].cubes[j].transform.localScale.z);;
                //rings[i].cubes[j].transform.position = new Vector3(rings[i].cubes[j].transform.position.x, topOnly ? (spectrum[(rings[i].cubes.Length*i) + j] * yScale) : 0, rings[i].cubes[j].transform.position.z);
                if (updateOnRuntime)
                {
                    ColorChange cubeColor = rings[i].cubes[j].GetComponent <ColorChange>();
                    UpdateColor(cubeColor);
                }
                if (rotate)
                {
                    rings[i].cubes[j].transform.Rotate(0, (i % 2 == 0 ? rotateSpeed : -rotateSpeed), 0);
                }
            }
        }
    }
示例#30
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    private void Start()
    {
        // Assign method and invoking them
        onColorChange = UpdateColor;
        onColorChange(Color.green);

        // Multiple Methods in a Delegate
        onComplete += Task;
        onComplete += TaskTwo;
        onComplete += TaskThree;

        // Remove Task
        onComplete -= Task;

        // Check not null
        if (onComplete != null)
        {
            onComplete();
        }
    }
示例#31
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文件: PowerUp.cs 项目: biewers/unity
    private void OnTriggerEnter(Collider other)
    {
        Instantiate(ps, this.transform);

        ColorChange cc = FindObjectOfType <ColorChange>();

        cc.BordersEnabled(true);

        if (this.tag == "TelePU")
        {
            cc.ChangeColor(properties.telePUColor);
            properties.teleActivated = true;
        }
        else if (this.tag == "JumpPU")
        {
            cc.ChangeColor(properties.jumpPUColor);
            properties.jumpActivated = true;
        }


        this.GetComponent <MeshRenderer>().enabled = false;
        Destroy(this.gameObject, 2.0f);
    }