public void setColor() { if (state == States.NORMAL) { HSVColor hsvColor = new HSVColor(colorSlider.value, saturation, 1f); mr.sharedMaterial.color = hsvColor.ToColor(); if (colorSlider.value > 0.25f && colorSlider.value < 0.5f && ((klein.eulerAngles.x > 300 && klein.eulerAngles.x < 360) || (klein.eulerAngles.x > 0 && klein.eulerAngles.x < 40))) { macron.gameObject.SetActive(true); } } else if (state == States.ROTATION) { klein.Rotate(Vector3.up, 20f * (colorSlider.value / colorSlider.maxValue)); frame.Rotate(Vector3.up, 20f * (colorSlider.value / colorSlider.maxValue)); hasReachedRotation = true; } else if (state == States.SCALE) { klein.localScale = new Vector3(colorSlider.value / colorSlider.maxValue, klein.localScale.y, colorSlider.value / colorSlider.maxValue); frame.localScale = new Vector3(colorSlider.value / colorSlider.maxValue, frame.localScale.y, colorSlider.value / colorSlider.maxValue); } if (Mathf.Approximately(colorSlider.value, 0.5f)) { maxValueToggle.gameObject.SetActive(true); } }
public override void Update(GameTime gt) { base.Update(gt); HSVColor color = Render.Color.ToHSVColor(); color.Action = ColorOutOfBoundsAction.WrapAround; color.H += RandomHelper.GetFloat(-.05f, .05f); Render.Color = color.ToColor(); }
public PdnColor() { InitializeComponent(); redBox.ForeColor = this.ForeColor; redBox.BackColor = this.BackColor; greenBox.ForeColor = this.ForeColor; greenBox.BackColor = this.BackColor; blueBox.ForeColor = this.ForeColor; blueBox.BackColor = this.BackColor; HsvRainbow = new Color[65]; for (float i = 0; i < 65; i++) { HsvRainbow[(int)i] = HSVColor.ToColor(255, i / 65, 1, 1); } }
public PdnColor() { InitializeComponent(); foreach (Control control in this.Controls) { if (control is NumericUpDown || control is TextBox) { control.ForeColor = PdnTheme.ForeColor; control.BackColor = PdnTheme.BackColor; } } HsvRainbow = new Color[65]; for (int i = 0; i < 65; i++) { HsvRainbow[i] = HSVColor.ToColor(255, i / 65f, 1, 1); } }