void Awake() { source = GetComponent<AudioSource>(); t = GetComponent<Text>(); s = GetComponent<Shadow>(); originalShadowColor = s.effectColor.a; }
void Awake() { if (this.GetComponent<Shadow>() != null) { shadowComponent = this.GetComponent<Shadow>(); defaultShadowOpacity = shadowComponent.effectColor.a; shadowComponent.useGraphicAlpha = true; } }
/// <inheritdoc/> protected override void CloneCore(Shadow source) { // Clone Shadow properties. base.CloneCore(source); // Clone CompositeShadow properties. var sourceTyped = (CompositeShadow)source; for (int i = 0; i < sourceTyped.Shadows.Count; i++) Shadows.Add(sourceTyped.Shadows[i].Clone()); // ShadowMap is not cloned! }
void Start() { tempCol = new Color(255, 255, 255, 0); if(gameOverText != null) { victoryText = gameOverText.GetComponent<Text>(); //victoryText.enabled = false; victoryOutline = victoryText.GetComponent<Outline>(); victoryShadow = victoryText.GetComponent<Shadow>(); } }
private void Start() { textComponent = GetComponent <Text>(); shadow = GetComponent <Shadow>(); if (shadow) { shadow.effectColor = textComponent.color * shadowMultiplier; } lerpColour = RandomUtilities.Colour(); lerpColour = new Color(Mathf.Clamp(0.3f, 0.8f, lerpColour.r), Mathf.Clamp(0.2f, 0.8f, lerpColour.g), Mathf.Clamp(0.3f, 0.8f, lerpColour.b)); }
public override int GetHashCode() { return(Bold.GetHashCode() ^ Italic.GetHashCode() ^ (Int32)Underline ^ Strikethrough.GetHashCode() ^ (Int32)VerticalAlignment ^ Shadow.GetHashCode() ^ FontSize.GetHashCode() ^ FontColor.GetHashCode() ^ FontName.GetHashCode() ^ (Int32)FontFamilyNumbering); }
private void UpdateShadow() { this.Container.Layer.ShadowOpacity = 1f; var radius = Shadow.GetRadius(this.Element); var x = Shadow.GetX(this.Element); var y = Shadow.GetY(this.Element); var color = Shadow.GetColor(this.Element); this.Container.Layer.ShadowRadius = radius; this.Container.Layer.ShadowColor = ColorExtensions.ToCGColor(color); this.Container.Layer.ShadowOffset = new CGSize(x, y); }
private void OnDestroy() { if (applicationIsQuit) { return; } ReleaseShadowMap(); instance = null; Margin4RTDestroy(); Shader.SetGlobalTexture("_x_shadowMap", Texture2D.whiteTexture); }
public void Test_Save_ToShadowDatabase() { Shadow testShadow = new Shadow("Boogie man", "irritable", "intro sentence", "image filepath"); testShadow.Save(); List <Shadow> result = Shadow.GetAll(); List <Shadow> testList = new List <Shadow> { testShadow }; Assert.Equal(testList, result); }
internal void CopySettings(MenuSettings settings) { volume = settings.volume; shadows = settings.shadows; shadowsQuality = settings.shadowsQuality; antiAliasing = settings.antiAliasing; anisotropicFiltering = settings.anisotropicFiltering; realTimeReflections = settings.realTimeReflections; vSync = settings.vSync; resolution = settings.resolution; fullScreen = settings.fullScreen; }
public DropShadowEffect() { _shadowOpacity = 1; _shadowEffect = new Shadow(Renderer.Context2D); _affineEffect = new AffineTransform2D(Renderer.Context2D); _compositeEffect = new Composite(Renderer.Context2D); _shadowEffect.BlurStandardDeviation = _blurSize; _affineEffect.TransformMatrix = _transform; Colour = Colour.Black; }
// Use this for initialization void Start() { w = transform.parent.GetComponent <RectTransform> ().rect.width; h = transform.parent.GetComponent <RectTransform> ().rect.height; rt = gameObject.GetComponent <RectTransform>(); sh = gameObject.GetComponent <Shadow> (); bt_scene = gameObject.transform.Find("subpanel_ss").GetComponent <Image>(); txt_bt_scene_title = gameObject.transform.Find("subpanel_ss").gameObject.transform.Find("txt_bt_scene_title").GetComponent <Text>(); txt_bt_scene_short_descr = gameObject.transform.Find("subpanel_ss").gameObject.transform.Find("txt_bt_scene_short_descr").GetComponent <Text>(); }
// Use this for initialization void Start() { //This gets the Main Camera from the Scene m_MainCamera = Camera.main; is_holding_object = false; ShadowObjVars = GameObject.Find("Shadow Cube").GetComponent <Shadow>(); // Register for hand and finger events to know where your hand // is being tracked and what state it is in. InteractionManager.InteractionSourceDetected += InteractionManager_InteractionSourceDetected; InteractionManager.InteractionSourceUpdated += InteractionManager_InteractionSourceUpdated; InteractionManager.InteractionSourceLost += InteractionManager_InteractionSourceLost; }
/// <summary> /// <summary> /// Creates an encoded skeleton array from this shadow hierarchy /// </summary> /// <param name="listType">Whitelist or blacklist</param> /// <param name="list">The list of transforms to prune or include</param> /// <returns>A potentially sparse array describing this shadow</returns> public ShadowTransform[] Encode( ShadowTransform[] buffer, FilterList <string> nameFilter) { ShadowCoordinator coordinator = this.controller.Coordinator; Shadow.WriteShadowData( buffer, this._rootHips, coordinator, nameFilter); return(buffer); }
// Odd thing happens in Unity 5.6.1: if we use Start instead, when instantiating this game object the items are presend and disabled, instead of non-existing //void Start() //{ // if (!_Shadow) // _Shadow = GetComponent<Shadow>(); // if (!Application.isPlaying) // return; // // In play mode, destroy it // if (_Shadow) // { // Destroy(_Shadow); // _Shadow = null; // } // Destroy(this); //} #if UNITY_EDITOR void Update() { // No checks during play mode if (Application.isPlaying) { return; } if (!_Shadow) { _Shadow = GetComponent <Shadow>(); } }
public override void OnEnter() { component = gameObject.Value.GetComponent <Shadow>(); if (component == null) { component = gameObject.Value.AddComponent <Shadow>(); } DoSetShadow(); if (!everyFrame) { Finish(); } }
public override async Task <bool> CombatBuff() { if (await Shadow.SummonChocobo()) { return(true); } if (await Shadow.ChocoboStance()) { return(true); } if (await Actions.FlamethrowerBuff()) { return(true); } if (await Actions.BarrelStabilizer()) { return(true); } if (await Actions.RookAutoturret()) { return(true); } if (await Actions.RookOverdrive()) { return(true); } if (await Actions.Hypercharge()) { return(true); } if (await Actions.GaussRound()) { return(true); } if (await Actions.Wildfire()) { return(true); } if (await Actions.Reassemble()) { return(true); } if (await Actions.Ricochet()) { return(true); } // Role await Helpers.UpdateParty(); return(false); }
protected override ActionContext DoAction(ActionContext context) { if (context.Game == null) { throw new InvalidOperationException("Action context missing required property (Game)"); } if (context.Board == null) { throw new InvalidOperationException("Action context missing required property (Board)"); } if (context.Origin == null) { throw new InvalidOperationException("Action context missing required property (Origin)"); } if (context.Target == null) { throw new InvalidOperationException("Action context missing required property (Target)"); } GameActionData actionData = MakeActionData(context); string playerId = context.PlayerId; Game game = context.Game; Board board = context.Board; Hex origin = (Hex)context.Origin; PlayerBoard playerBoard = PlayerBoard.Get(game, playerId); Scoring.Token[] playerScore = game.Scores[playerId]; playerBoard.SpendLight(4); board[origin] = Tile.Empty; playerBoard.Pieces(PieceType.LargeTree).IncreaseOnPlayerBoard(); if (ScoreTokens.Take(game, origin, out Scoring.Token? token)) { if (token != null) { game.Scores[playerId] = playerScore !.Append(token).ToArray(); } } PlayerBoard.Set(game, playerId, playerBoard); board.Tiles = Shadow.UpdateAllShadows(board, game.SunPosition); game.TilesActiveThisTurn = game.TilesActiveThisTurn.Where(h => h != origin.HexCode).Append(origin.HexCode).ToArray(); game.AddGameAction(actionData); return(context); }
void OnLongPressPara(PointerEventData e) { if (flgDrag) { return; } if (!longPressFlg) { if (GameManager.chkLock(myRegDate) == GameManager.LOCK) { longPressFlg = false; return; } else { longPressFlg = true; } playerPos = this.transform.position; Transform pp = this.transform; pp.gameObject.AddComponent <Shadow> (); sd = pp.GetComponent <Shadow> (); sd.effectColor = new Vector4(0f, 0f, 0f, 20f / 255f); sd.effectDistance = new Vector2(20f, -30f); pp.gameObject.AddComponent <Outline> (); ol = pp.GetComponent <Outline> (); ol.effectColor = new Vector4(0f, 0f, 0f, 30f / 255f); ol.effectDistance = new Vector2(3.0f, 3.0f); ol.useGraphicAlpha = true; tfOrignParent = this.transform.parent; this.transform.SetParent(tfPlayPanel); parentPos.x = this.transform.position.x; parentPos.y = this.transform.position.y; posOffset.x = this.transform.position.x - e.position.x; posOffset.y = this.transform.position.y - e.position.y; this.transform.SetAsLastSibling(); // PairがいたらRingを移動のときに消す string myPairRegDate = PairManager.getPairRegDate(myRegDate); if (myPairRegDate != null) { GameManager.posPlayerOfRegDate(myPairRegDate); //Pairのワーク移動 flgMyPariMk = this.transform.FindChild("Ring").gameObject.activeSelf; // 自分のRing有無を保存 this.transform.FindChild("Ring").gameObject.SetActive(false); GameManager.trsPlayer.FindChild("Ring").gameObject.SetActive(false); } } }
public override async Task <bool> CombatBuff() { if (await Shadow.SummonChocobo()) { return(true); } if (await Shadow.ChocoboStance()) { return(true); } if (await Actions.CelestialOpposition()) { return(true); } if (await Actions.LucidDreaming()) { return(true); } if (Shadow.Settings.AstrologianDraw) { if (await Actions.LordOfCrowns()) { return(true); } if (await Actions.SleeveDraw()) { return(true); } if (await Actions.Draw()) { return(true); } if (await Actions.Redraw()) { return(true); } if (await Actions.MinorArcana()) { return(true); } if (await Actions.Undraw()) { return(true); } if (await Actions.DrawTargetted()) { return(true); } } return(false); }
/// <summary> /// ダイアログをY軸方向で動かすアニメーション /// </summary> /// <param name="y"> /// ダイアログを表示させるY座標 /// </param> /// <param name="up"> /// ダイアログ、上から出るか下から出るか /// </param> public async void ShowUp(double y, bool up = true) { /* ほかのアニメーション中だったら何もしない */ if (Moving) { return; } /* アニメーションフラグを立てる */ Moving = true; /* ダイアログが表示されていたら非表示アニメーションを実行 */ if (AxisFlag != 0) { Hide(); } /* 表示軸フラグと方向フラグを立てる */ AxisFlag = 1; DirectionFlag = 1; /* ダイアログを指定座標まで移動 */ Dialog.IsVisible = true; var rc = Dialog.Bounds; rc.Y = y - 50; await Dialog.TranslateTo(rc.X, rc.Y, 0); /* 影表示 */ Shadow.IsVisible = true; rc = Shadow.Bounds; rc.Y = 0; await Shadow.TranslateTo(rc.X, 0, 0); /* アニメーション */ for (int cnt = 0, i = up ? 1 : -1; cnt < 5; cnt += i) { Dialog.Opacity += 0.2; Shadow.Opacity += 0.1; rc = Dialog.Bounds; rc.Y -= 10; await Dialog.LayoutTo(rc, 80); } /* アニメーションフラグをおろす */ Moving = false; }
public void addShadow(Shadow s) { s.shadowWaveInt = waveIndexes[waveNumber - 1]; s.shadowWaveStr = waveType [waveIndexes[waveNumber - 1]]; if (shadowList == null) { shadowList = new List <Shadow> (); } shadowList.Add(s); if (shadowList.Count == maxShadows) { state2 = 1; } }
public MenuSettings() { volume = 1; shadows = Shadow.Soft; shadowsQuality = ShadowQuality.Ultra; antiAliasing = AntiAliasing.X8; anisotropicFiltering = AnisotropicFiltering.Enable; realTimeReflections = true; vSync = VSync.Half; resolution = MaxResolution; fullScreen = true; }
void Awake() { thisCollider = GetComponent <Collider>(); shadow = transform.Find("shadow"); shadowScript = shadow.GetComponent <Shadow>(); if (transform.Find("whiteAnim") != null) { whiteAnimation = transform.Find("whiteAnim").GetComponent <SkeletonAnimation>(); } numberText = transform.Find("pieceText").gameObject; moveParticle = transform.Find("moveParticle").gameObject; moveParticle.GetComponent <Renderer>().sortingLayerName = GetComponent <Renderer>().sortingLayerName; moveParticle.GetComponent <Renderer>().sortingOrder = GetComponent <Renderer>().sortingOrder - 2; }
public void OnEndDrag(PointerEventData e) { Object.Destroy(sd); sd = null; Object.Destroy(ol); ol = null; destItemIndex = placeHolder.transform.GetSiblingIndex(); MemberManager.movMember(sousceItemIndex, destItemIndex); this.transform.parent.SetParent(placeholderParent); this.transform.parent.SetSiblingIndex(placeHolder.transform.GetSiblingIndex()); Destroy(placeHolder); }
public void GetsAndSetsOffsetY() { // Arrange var path = "myPath"; var shadow = new Shadow(path); var offsetY = -5; // Act shadow.OffsetY = offsetY; var offsetY2 = shadow.OffsetY; // Assert Assert.Equal(offsetY, offsetY2); }
public void Greater_Default() { // Arrange var enchantment = new Shadow(ShadowStrength.Greater); // Assert Assert.AreEqual("Greater Shadow", enchantment.Name.Text); Assert.AreEqual(0, enchantment.SpecialAbilityBonus); Assert.AreEqual(33750, enchantment.Cost); Assert.AreEqual(15, enchantment.CasterLevel); Assert.That(enchantment.GetSchools(), Has.Exactly(1).Matches <School>(s => School.Illusion == s)); Assert.Throws <ArgumentNullException>(() => enchantment.ApplyTo(null)); }
public void GetsAndSetsOffsetX() { // Arrange var path = "myPath"; var shadow = new Shadow(path); var offsetX = -5; // Act shadow.OffsetX = offsetX; var offsetX2 = shadow.OffsetX; // Assert Assert.Equal(offsetX, offsetX2); }
public override async Task <bool> CombatBuff() { if (await Shadow.SummonChocobo()) { return(true); } if (await Shadow.ChocoboStance()) { return(true); } if (await Actions.Meditate()) { return(true); } if (await Actions.HissatsuKaiten()) { return(true); } if (await Actions.HissatsuGyoten()) { return(true); } if (await Actions.TrueNorth()) { return(true); } if (await Actions.MeikyoShisui()) { return(true); } if (await Actions.HissatsuGuren()) { return(true); } if (await Actions.HissatsuKyuten()) { return(true); } if (await Actions.HissatsuSeigan()) { return(true); } if (await Actions.HissatsuShinten()) { return(true); } await Helpers.UpdateParty(); return(false); }
private void RefreshOctant(Point2D point, int octant, int radius) { ShadowLine line = new ShadowLine(); bool fullShadow = false; int radiusSquared = radius * radius; for (int row = 1; row <= radius; row++) { int rowSquared = row * row; Point2D pos = point + TransformOctant(row, 0, octant); if (!_map.InBounds(pos.X, pos.Y)) { break; } for (int col = 0; col <= row; col++) { Point2D colPos = point + TransformOctant(row, col, octant); if (!_map.InBounds(colPos.X, colPos.Y)) { break; } if (rowSquared + col * col > radiusSquared) { break; } if (fullShadow) { _map.SetVisible(colPos.X, colPos.Y, false); } else { Shadow projection = ProjectTile(row, col); bool visible = !line.IsInShadow(projection); _map.SetVisible(colPos.X, colPos.Y, visible); if (visible && _map.IsSolid(colPos.X, colPos.Y)) { line.Add(projection); fullShadow = line.IsFullShadow; } } } } }
public void Add(Shadow shadow) { int index = 0; for (; index < _shadows.Count; index++) { if (_shadows[index].Start > +shadow.Start) { break; } } Shadow overlappingPrevious = null; if (index > 0 && _shadows[index - 1].End > shadow.Start) { overlappingPrevious = _shadows[index - 1]; } Shadow overlappingNext = null; if (index < _shadows.Count && _shadows[index].Start < shadow.End) { overlappingNext = _shadows[index]; } if (overlappingNext != null) { if (overlappingPrevious != null) { overlappingPrevious.End = overlappingNext.End; _shadows.RemoveAt(index); } else { overlappingNext.Start = shadow.Start; } } else { if (overlappingPrevious != null) { overlappingPrevious.End = shadow.End; } else { _shadows.Insert(index, shadow); } } }
private void AddShadowEffect(GameObject go, JsonData stateData) { //"shadow":{"distance":4,"angle":90,"color":"2E1301","alpha":49} if (stateData.Keys.Contains(PATTERN_SHADOW) == true) { Shadow shadow = go.AddComponent <Shadow>(); JsonData shadowData = stateData[PATTERN_SHADOW]; int distance = (int)shadowData["distance"]; int angle = (int)shadowData["angle"]; shadow.effectDistance = new Vector2(-1 * distance * Mathf.Cos(angle * Mathf.PI / 180.0f), -1 * distance * Mathf.Sin(angle * Mathf.PI / 180.0f)); shadow.effectColor = GetColor(shadowData); } }
/// <summary> /// Register to the shadow "shadow" /// </summary> /// <param name="shadow">Shadow who is going to register at the level</param> public void RegisterShadow(Shadow shadow) { //If there is no current LevelManager, exit if (Instance == null) { return; } //If the shadows collection doesn't already contain this shadow, add it if (!shadows.Contains(shadow)) { shadows.Add(shadow); } }
private void DrawShadowMap(SpriteBatch spriteBatch) { if (editorParams.editingMode == EditingMode.Shadows) { foreach (EditorShadow editingShadow in shadowList) { if (editorParams.shadowSide == editingShadow.shadowSide) { Shadow shadow = new Shadow(ShadowSpriteController.GetShadowSprite(MapObjectShadowType.BUILDING, editingShadow.shadowSide, editingShadow.shadowId), editingShadow.tileX, editingShadow.tileY, editingShadow.shadowSide, editingShadow.shadowId, new Point(editingShadow.shadowOffsetX, editingShadow.shadowOffsetY)); shadow.DrawBuildingEditing(spriteBatch); } } } }
internal Spell(Arcane arcane, Fire fire, Frost frost, Holy holy, Nature nature, Shadow shadow, ManaRegen manaRegen, Hit hit, int bonusHealing, int spellPenetration, PetBonus petBonus) { Arcane = arcane; Fire = fire; Frost = frost; Holy = holy; Nature = nature; Shadow = shadow; ManaRegen = manaRegen; Hit = hit; BonusHealing = bonusHealing; SpellPenetration = spellPenetration; PetBonus = petBonus; }
void Awake() { currentLocale = _i18n.getLocale (); localeButton = transform.GetComponent<Button> (); buttonShadow = transform.GetComponent<Shadow> (); updateLocaleButton (); }
protected void Start() { this.rectTransform = gameObject.GetComponent <RectTransform> (); this.image = gameObject.GetComponent <Image> (); this.shadow = gameObject.GetComponent <Shadow> (); this.shadow.enabled = false; this.CreateConnections (); }
/// <inheritdoc/> protected override void CloneCore(SceneNode source) { // Clone SceneNode properties. base.CloneCore(source); // Clone LightNode properties. var sourceTyped = (LightNode)source; Clip = sourceTyped.Clip; InvertClip = sourceTyped.InvertClip; Priority = sourceTyped.Priority; if (sourceTyped.Shadow != null) Shadow = sourceTyped.Shadow.Clone(); }
public SmallRedCarpet() : base() { Shadow = new Shadow( 0x21D, 0x21E, 0x21F, 0x220 ); }
void Awake() { if (instance == null) { instance = this; } else if (instance != this) { Destroy(gameObject); // gameObject refers to game object this component is attached to // NOTE IS THERE A BUG? NO RETURN? } DontDestroyOnLoad(gameObject); // To preserve game data such as score between stages mapManagerScript = GetComponent<MapManager>(); instanceManagerScript = GetComponent<InstanceManager>(); playerManagerScript = GetComponent<PlayerManager>(); maskScript = GetComponent<Mask>(); shadowScript = GetComponent<Shadow>(); fadeScript = GetComponent<FadeAlphaCutoff>(); mapMovingObjectScript = GetComponent<MapMovingObject>(); }
public static void GenerateShadow( Mesh polygonGeometry, Matrix worldMatrix, Vector2 lightPosWS, float zValue, Vector2 shadowCasterCenter) { Vector3 UVOffset = new Vector3( 0.0f, -0.5f, 0.0f ); // Transform the light position into model space Vector2 lightPos = Vector2.TransformCoordinate( lightPosWS, Matrix.Invert( worldMatrix ) ); List<Edge> contourEdges = new List<Edge>(); for ( int edgeIndex = 0; edgeIndex < polygonGeometry.NumEdges; ++edgeIndex ) { Edge edge = polygonGeometry.GetEdge( edgeIndex ); Vector2 edgeCenter = ( edge.Vertex1Pos + edge.Vertex2Pos ) * 0.5f; Vector2 incidentLightDir = edgeCenter - lightPos; // If the edge faces away from the light source if ( Vector2.Dot( incidentLightDir, edge.Normal ) >= 0.0f ) { contourEdges.Add( edge ); } } if ( contourEdges.Count < 1 || contourEdges.Count == polygonGeometry.NumEdges ) { return; } const float ExtrudeMagnitude = 1280; Shadow shadow = new Shadow(); Vector3 lightPosVec3 = new Vector3( lightPos.X, lightPos.Y, zValue ); lightPosVec3.TransformCoordinate( worldMatrix ); int quadIndex = 0; foreach ( Edge edge in contourEdges ) { Vector3 vertex1 = new Vector3( edge.Vertex1Pos.X, edge.Vertex1Pos.Y, zValue ); Vector3 vertex2 = new Vector3( edge.Vertex2Pos.X, edge.Vertex2Pos.Y, zValue ); // Transform the position data from model space to world space vertex1.TransformCoordinate( worldMatrix ); vertex2.TransformCoordinate( worldMatrix ); Quad quad = new Quad(); Color shadowColor = Color.FromArgb( 1, 0, 0, 0 ); quad.Vertices[ 2 * quadIndex + 0 ].Position = vertex1 + UVOffset - 18.0f * Vector3.Normalize( vertex1 - lightPosVec3 ); quad.Vertices[ 2 * quadIndex + 0 ].Color = shadowColor.ToArgb(); quad.Vertices[ 2 * quadIndex + 1 ].Position = vertex1 + ExtrudeMagnitude * ( vertex1 - lightPosVec3 ) + UVOffset; quad.Vertices[ 2 * quadIndex + 1 ].Color = shadowColor.ToArgb(); quad.Vertices[ 2 * quadIndex + 2 ].Position = vertex2 + UVOffset - 18.0f * Vector3.Normalize( vertex2 - lightPosVec3 ); quad.Vertices[ 2 * quadIndex + 2 ].Color = shadowColor.ToArgb(); quad.Vertices[ 2 * quadIndex + 3 ].Position = vertex2 + ExtrudeMagnitude * ( vertex2 - lightPosVec3 ) + UVOffset; quad.Vertices[ 2 * quadIndex + 3 ].Color = shadowColor.ToArgb(); shadow.Quads.Add( quad ); } shadows.Add( shadow ); }
public SmallRoyalBlueCarpet() : base() { Shadow = new Shadow( 0x223, 0x224, 0x225, 0x226 ); }
protected void DrawShadowHorizontal(Graphics g, int left, int top, int width, int height, Shadow op) { if (_layered) { Color extraColor = Color.FromArgb(64, 0, 0, 0); Color darkColor = Color.FromArgb(48, 0, 0, 0); Color lightColor = Color.FromArgb(0, 0, 0, 0); // Do we need to draw the left shadow? if (op != Shadow.Right) { if (width >= _shadowLength) { // Draw the remaining middle using(LinearGradientBrush leftBrush = new LinearGradientBrush(new Point(left + _shadowLength, top - _shadowLength), new Point(left, top + height), extraColor, lightColor)) { // Draw middle shade g.FillRectangle(leftBrush, left, top, _shadowLength, height); left += _shadowLength; width -= _shadowLength; } } } // Do we need to draw the right shadow? if (op != Shadow.Left) { if (width >= _shadowLength) { try { g.DrawImageUnscaled(GetShadowCache(_shadowLength, height), left + width - _shadowLength, top); } catch { // just to be on the safe side... } width -= _shadowLength; } } // Draw the remaining middle using(LinearGradientBrush middleBrush = new LinearGradientBrush(new Point(9999, top), new Point(9999, top + height), darkColor, lightColor)) { // Draw middle shade g.FillRectangle(middleBrush, left, top, width, height); } } else { using(SolidBrush shadowBrush = new SolidBrush(ControlPaint.Dark(_backColor))) g.FillRectangle(shadowBrush, left, top, width, height); } }
// Use this for initialization void Start () { audioSource.clip = audioPlay; audioSource.Play (); shadowScript = GameObject.Find ("Shadow").GetComponent<Shadow> (); }