本文整理汇总了C#中Color类的典型用法代码示例。如果您正苦于以下问题:C# Color类的具体用法?C# Color怎么用?C# Color使用的例子?那么, 这里精选的类代码示例或许可以为您提供帮助。
Color类属于命名空间,在下文中一共展示了Color类的15个代码示例,这些例子默认根据受欢迎程度排序。您可以为喜欢或者感觉有用的代码点赞,您的评价将有助于系统推荐出更棒的C#代码示例。
示例1: ToColor
public static Color ToColor(this char character)
{
Color color = new Color();
switch (character)
{
case 'y':
color = Color.Yellow;
break;
case 'r':
color = Color.Red;
break;
case 'g':
color = Color.Green;
break;
case 'o':
color = Color.Orange;
break;
case 'b':
color = Color.Blue;
break;
case 'w':
color = Color.White;
break;
}
return color;
}
示例2: Initialise
public void Initialise()
{
_primitives = new List<Cube>();
var random = new Random();
for (int i = 0; i < Constants.CubeCount; i++)
{
_primitives.Add(new Cube
{
Color = Color.Red,
Position = new Vector3(random.Next(100) - 50, random.Next(100) - 50, -random.Next(100)),
Radius = random.Next(100),
Rotation = Vector3.Zero
});
}
//How to create a kernel and a channel?
// _kernel =
// _channel =
_colour = Color.Beige;
_kernel.Factory.NewCoroutine(ChangePosition);
_kernel.Factory.NewCoroutine(ChangeColour);
}
示例3: CustomLine
public CustomLine(int startLineNr, int endLineNr, Color customColor, bool readOnly)
{
this.StartLineNr = startLineNr;
this.EndLineNr = endLineNr;
this.Color = customColor;
this.ReadOnly = readOnly;
}
示例4: Inventory
public Inventory(int SCREEN_WIDTH, int SCREEN_HEIGHT, Pantheon gameReference)
{
locationBoxes = new List<Rectangle>();
equippedBoxes = new List<Rectangle>();
types = new List<int>();
infoBox = new Rectangle();
movingBox = new Rectangle();
trashBox = new Rectangle();
tempStorage = new Item();
this.SCREEN_WIDTH = SCREEN_WIDTH;
this.SCREEN_HEIGHT = SCREEN_HEIGHT;
SetBoxes();
selected = -1;
hoveredOver = -1;
color = new Color(34, 167, 222, 50);
trashColor = Color.White;
inventorySelector = gameReference.Content.Load<Texture2D>("Inventory/InvSelect");
trashCan = gameReference.Content.Load<Texture2D>("Inventory/TrashCan");
nullImage = new Texture2D(gameReference.GraphicsDevice, 1,1);
nullImage.SetData(new[] { new Color(0,0,0,0) });
}
示例5: RenderPolygone
public static void RenderPolygone(SpriteBatch spriteBatch, Texture2D texture, Polygon polygon, int lineThickness, Color color)
{
for (int i = 0; i < polygon.Points.Count; ++i)
{
RenderLine(spriteBatch, texture, polygon.Points[i], polygon.Edges[i], 1, lineThickness, color);
}
}
示例6: GetHexCode
public string GetHexCode(Color c)
{
return string.Format("#{0}{1}{2}",
c.R.ToString("X2"),
c.G.ToString("X2"),
c.B.ToString("X2"));
}
示例7: DrawRectangle
/// <summary>
/// Draw a rectangle.
/// </summary>
/// <param name="rectangle">The rectangle to draw.</param>
/// <param name="color">The draw color.</param>
public void DrawRectangle(Rectangle rectangle, Color color)
{
this.Draw(this.WhiteTexture, new Rectangle(rectangle.Left, rectangle.Top, rectangle.Width, 1), color);
this.Draw(this.WhiteTexture, new Rectangle(rectangle.Left, rectangle.Bottom, rectangle.Width, 1), color);
this.Draw(this.WhiteTexture, new Rectangle(rectangle.Left, rectangle.Top, 1, rectangle.Height), color);
this.Draw(this.WhiteTexture, new Rectangle(rectangle.Right, rectangle.Top, 1, rectangle.Height + 1), color);
}
示例8: DrawSpriteGlyph
internal void DrawSpriteGlyph(Texture2D texture, Vector4 dest, Vector4 source, Color color)
{
if (!m_DrawString_InProgress)
Logging.Fatal("BeginDrawString() must be called before DrawSpriteGlyph()");
Vector4 uv = new Vector4(
(float)source.X / texture.Width,
(float)source.Y / texture.Height,
(float)(source.X + source.Z) / texture.Width,
(float)(source.Y + source.W) / texture.Height);
VertexPositionTextureHueExtra[] v = new VertexPositionTextureHueExtra[4]
{
new VertexPositionTextureHueExtra(new Vector3(dest.X, dest.Y, m_DrawString_Depth), new Vector2(uv.X, uv.Y), color, Vector4.Zero), // top left
new VertexPositionTextureHueExtra(new Vector3(dest.X + dest.Z, dest.Y, m_DrawString_Depth), new Vector2(uv.Z, uv.Y), color, Vector4.Zero), // top right
new VertexPositionTextureHueExtra(new Vector3(dest.X, dest.Y + dest.W, m_DrawString_Depth), new Vector2(uv.X, uv.W), color, Vector4.Zero), // bottom left
new VertexPositionTextureHueExtra(new Vector3(dest.X + dest.Z, dest.Y + dest.W, m_DrawString_Depth), new Vector2(uv.Z, uv.W), color, Vector4.Zero) // bottom right
};
/*if (shadow != null)
{
Color shadow2 = new Color(
shadow.Value.R, shadow.Value.G,
shadow.Value.B, 128);
for (int i = 0; i < 4; i++)
{
VertexPositionTextureHueExtra v0 = v[i];
v0.Hue = shadow.Value;
v0.Position.Y += 1f;
m_DrawString_VertexList.Add(v0);
}
}*/
for (int i = 0; i < 4; i++)
m_DrawString_VertexList.Add(v[i]);
}
示例9: Create
public Model3DGroup Create(Color modelColor,string pictureName, Point3D startPos, double maxHigh)
{
try
{
Uri inpuri = new Uri(@pictureName, UriKind.Relative);
BitmapImage bi = new BitmapImage();
bi.BeginInit();
bi.UriSource = inpuri;
bi.EndInit();
ImageBrush imagebrush = new ImageBrush(bi);
imagebrush.Opacity = 100;
imagebrush.Freeze();
Point[] ptexture0 = { new Point(0, 0), new Point(0, 1), new Point(1, 0) };
Point[] ptexture1 = { new Point(1, 0), new Point(0, 1), new Point(1, 1) };
SolidColorBrush modelbrush = new SolidColorBrush(modelColor);
Model3DGroup cube = new Model3DGroup();
Point3D uppercircle = startPos;
modelbrush.Freeze();
uppercircle.Y = startPos.Y + maxHigh;
cube.Children.Add(CreateEllipse2D(modelbrush, uppercircle, _EllipseHigh, new Vector3D(0, 1, 0)));
cube.Children.Add(CreateEllipse2D(modelbrush, startPos, _EllipseHigh, new Vector3D(0, -1, 0)));
cube.Children.Add(CreateEllipse3D(imagebrush, startPos, _EllipseHigh, maxHigh, ptexture0));
return cube;
}
catch (Exception ex)
{
throw ex;
}
}
示例10: Texte
public Texte(string message, Point position, Color couleur)
{
this.message = message;
this.position = position;
this.couleur = couleur;
this.police = Fonte.Arial15;
}
示例11: OnInspectorGUI
public override void OnInspectorGUI()
{
serObj.Update();
EditorGUILayout.LabelField("Overlays animated noise patterns", EditorStyles.miniLabel);
EditorGUILayout.PropertyField(dx11Grain, new GUIContent("DirectX 11 Grain"));
if (dx11Grain.boolValue && !(target as NoiseAndGrain).Dx11Support()) {
EditorGUILayout.HelpBox("DX11 mode not supported (need DX11 GPU and enable DX11 in PlayerSettings)", MessageType.Info);
}
EditorGUILayout.PropertyField(monochrome, new GUIContent("Monochrome"));
EditorGUILayout.Separator();
EditorGUILayout.PropertyField(intensityMultiplier, new GUIContent("Intensity Multiplier"));
EditorGUILayout.PropertyField(generalIntensity, new GUIContent(" General"));
EditorGUILayout.PropertyField(blackIntensity, new GUIContent(" Black Boost"));
EditorGUILayout.PropertyField(whiteIntensity, new GUIContent(" White Boost"));
midGrey.floatValue = EditorGUILayout.Slider( new GUIContent(" Mid Grey (for Boost)"), midGrey.floatValue, 0.0f, 1.0f);
if (monochrome.boolValue == false) {
Color c = new Color(intensities.vector3Value.x,intensities.vector3Value.y,intensities.vector3Value.z,1.0f);
c = EditorGUILayout.ColorField(new GUIContent(" Color Weights"), c);
intensities.vector3Value = new Vector3(c.r, c.g, c.b);
}
if (!dx11Grain.boolValue) {
EditorGUILayout.Separator();
EditorGUILayout.LabelField("Noise Shape");
EditorGUILayout.PropertyField(noiseTexture, new GUIContent(" Texture"));
EditorGUILayout.PropertyField(filterMode, new GUIContent(" Filter"));
}
else {
EditorGUILayout.Separator();
EditorGUILayout.LabelField("Noise Shape");
}
softness.floatValue = EditorGUILayout.Slider( new GUIContent(" Softness"),softness.floatValue, 0.0f, 0.99f);
if (!dx11Grain.boolValue) {
EditorGUILayout.Separator();
EditorGUILayout.LabelField("Advanced");
if (monochrome.boolValue == false)
{
Vector3 temp = tiling.vector3Value;
temp.x = EditorGUILayout.FloatField(new GUIContent(" Tiling (Red)"), tiling.vector3Value.x);
temp.y = EditorGUILayout.FloatField(new GUIContent(" Tiling (Green)"), tiling.vector3Value.y);
temp.z = EditorGUILayout.FloatField(new GUIContent(" Tiling (Blue)"), tiling.vector3Value.z);
tiling.vector3Value = temp;
}
else {
EditorGUILayout.PropertyField(monochromeTiling, new GUIContent(" Tiling"));
}
}
serObj.ApplyModifiedProperties();
}
示例12: CalculateGraphicsPathFromBitmap
// From http://edu.cnzz.cn/show_3281.html
public static GraphicsPath CalculateGraphicsPathFromBitmap(Bitmap bitmap, Color colorTransparent)
{
GraphicsPath graphicsPath = new GraphicsPath();
if (colorTransparent == Color.Empty)
colorTransparent = bitmap.GetPixel(0, 0);
for(int row = 0; row < bitmap.Height; row ++)
{
int colOpaquePixel = 0;
for(int col = 0; col < bitmap.Width; col ++)
{
if(bitmap.GetPixel(col, row) != colorTransparent)
{
colOpaquePixel = col;
int colNext = col;
for(colNext = colOpaquePixel; colNext < bitmap.Width; colNext ++)
if(bitmap.GetPixel(colNext, row) == colorTransparent)
break;
graphicsPath.AddRectangle(new Rectangle(colOpaquePixel, row, colNext - colOpaquePixel, 1));
col = colNext;
}
}
}
return graphicsPath;
}
示例13: SetPixel
public void SetPixel(int x, int y, Color colour)
{
PixelData* p = PixelAt(x, y);
p->Red = colour.R;
p->Green = colour.G;
p->Blue = colour.B;
}
示例14: Evaluate
protected override Node Evaluate(Env env)
{
Guard.ExpectMinArguments(2, Arguments.Count, this, Index);
Guard.ExpectMaxArguments(3, Arguments.Count, this, Index);
Guard.ExpectAllNodes<Color>(Arguments.Take(2), this, Index);
double weight = 50;
if (Arguments.Count == 3)
{
Guard.ExpectNode<Number>(Arguments[2], this, Index);
weight = ((Number) Arguments[2]).Value;
}
var colors = Arguments.Take(2).Cast<Color>().ToArray();
// Note: this algorithm taken from http://github.com/nex3/haml/blob/0e249c844f66bd0872ed68d99de22b774794e967/lib/sass/script/functions.rb
var p = weight/100.0;
var w = p*2 - 1;
var a = colors[0].Alpha - colors[1].Alpha;
var w1 = (((w*a == -1) ? w : (w + a)/(1 + w*a)) + 1)/2.0;
var w2 = 1 - w1;
var rgb = colors[0].RGB.Select((x, i) => x*w1 + colors[1].RGB[i]*w2).ToArray();
var alpha = colors[0].Alpha*p + colors[1].Alpha*(1 - p);
var color = new Color(rgb[0], rgb[1], rgb[2], alpha);
return color;
}
示例15: GetCustomColor
/// <remarks>
/// Returns the Color if the line <code>lineNr</code> has custom bg color
/// otherwise returns <code>defaultColor</code>
/// </remarks>
public Color GetCustomColor(int lineNr, Color defaultColor)
{
foreach(CustomLine line in lines)
if (line.StartLineNr <= lineNr && line.EndLineNr >= lineNr)
return line.Color;
return defaultColor;
}