Set the color of the renderer. Will be multiplied with the UIVertex color and the Canvas color.
static public int SetColor(IntPtr l) { try { #if DEBUG var method = System.Reflection.MethodBase.GetCurrentMethod(); string methodName = GetMethodName(method); #if UNITY_5_5_OR_NEWER UnityEngine.Profiling.Profiler.BeginSample(methodName); #else Profiler.BeginSample(methodName); #endif #endif UnityEngine.CanvasRenderer self = (UnityEngine.CanvasRenderer)checkSelf(l); UnityEngine.Color a1; checkType(l, 2, out a1); self.SetColor(a1); pushValue(l, true); return(1); } catch (Exception e) { return(error(l, e)); } #if DEBUG finally { #if UNITY_5_5_OR_NEWER UnityEngine.Profiling.Profiler.EndSample(); #else Profiler.EndSample(); #endif } #endif }
static public int SetColor(IntPtr l) { try { UnityEngine.CanvasRenderer self = (UnityEngine.CanvasRenderer)checkSelf(l); UnityEngine.Color a1; checkType(l, 2, out a1); self.SetColor(a1); return(0); } catch (Exception e) { return(error(l, e)); } }
public static IEnumerator UIColorFade(CanvasRenderer renderer, Color start, Color end, float duration, EaseType easeType, Action callback) { float t = 0f; while (t < 1f) { t += Time.deltaTime * (1f / duration); renderer.SetColor (Color.Lerp (start, end, Ease (t, easeType))); yield return null; } if (callback != null) { callback(); } }
static int SetColor(IntPtr L) { try { ToLua.CheckArgsCount(L, 2); UnityEngine.CanvasRenderer obj = (UnityEngine.CanvasRenderer)ToLua.CheckObject(L, 1, typeof(UnityEngine.CanvasRenderer)); UnityEngine.Color arg0 = ToLua.ToColor(L, 2); obj.SetColor(arg0); return(0); } catch (Exception e) { return(LuaDLL.toluaL_exception(L, e)); } }