本文整理汇总了C#中ISceneChildEntity.GetTextColor方法的典型用法代码示例。如果您正苦于以下问题:C# ISceneChildEntity.GetTextColor方法的具体用法?C# ISceneChildEntity.GetTextColor怎么用?C# ISceneChildEntity.GetTextColor使用的例子?那么恭喜您, 这里精选的方法代码示例或许可以为您提供帮助。您也可以进一步了解该方法所在类ISceneChildEntity
的用法示例。
在下文中一共展示了ISceneChildEntity.GetTextColor方法的2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: GetLinkPrimitiveParams
//.........这里部分代码省略.........
if (code == (int)ScriptBaseClass.PRIM_FLEXIBLE)
{
PrimitiveBaseShape shape = part.Shape;
if (shape.FlexiEntry)
res.Add(new LSL_Integer(1)); // active
else
res.Add(new LSL_Integer(0));
res.Add(new LSL_Integer(shape.FlexiSoftness));// softness
res.Add(new LSL_Float(shape.FlexiGravity)); // gravity
res.Add(new LSL_Float(shape.FlexiDrag)); // friction
res.Add(new LSL_Float(shape.FlexiWind)); // wind
res.Add(new LSL_Float(shape.FlexiTension)); // tension
res.Add(new LSL_Vector(shape.FlexiForceX, // force
shape.FlexiForceY,
shape.FlexiForceZ));
}
if (code == (int)ScriptBaseClass.PRIM_TEXGEN)
{
if (remain < 1)
return res;
face = (int)rules.GetLSLIntegerItem(idx++);
if (face == ScriptBaseClass.ALL_SIDES)
{
for (face = 0; face < GetNumberOfSides(part); face++)
{
MappingType texgen = tex.GetFace((uint)face).TexMapType;
// Convert MappingType to PRIM_TEXGEN_DEFAULT, PRIM_TEXGEN_PLANAR etc.
res.Add(new LSL_Integer((uint)texgen >> 1));
}
}
else
{
if (face >= 0 && face < GetNumberOfSides(part))
{
MappingType texgen = tex.GetFace((uint)face).TexMapType;
res.Add(new LSL_Integer((uint)texgen >> 1));
}
}
}
if (code == (int)ScriptBaseClass.PRIM_POINT_LIGHT)
{
PrimitiveBaseShape shape = part.Shape;
if (shape.LightEntry)
res.Add(new LSL_Integer(1)); // active
else
res.Add(new LSL_Integer(0));
res.Add(new LSL_Vector(shape.LightColorR, // color
shape.LightColorG,
shape.LightColorB));
res.Add(new LSL_Float(shape.LightIntensity)); // intensity
res.Add(new LSL_Float(shape.LightRadius)); // radius
res.Add(new LSL_Float(shape.LightFalloff)); // falloff
}
if (code == (int)ScriptBaseClass.PRIM_GLOW)
{
if (remain < 1)
return res;
face = (int)rules.GetLSLIntegerItem(idx++);
if (face == ScriptBaseClass.ALL_SIDES)
{
for (face = 0; face < GetNumberOfSides(part); face++)
{
Primitive.TextureEntryFace texface = tex.GetFace((uint)face);
res.Add(new LSL_Float(texface.Glow));
}
}
else
{
if (face >= 0 && face < GetNumberOfSides(part))
{
Primitive.TextureEntryFace texface = tex.GetFace((uint)face);
res.Add(new LSL_Float(texface.Glow));
}
}
}
if (code == (int)ScriptBaseClass.PRIM_TEXT)
{
Color4 textColor = part.GetTextColor();
res.Add(part.Text);
res.Add(new LSL_Vector(textColor.R,
textColor.G,
textColor.B));
res.Add(new LSL_Float(textColor.A));
}
if (code == (int)ScriptBaseClass.PRIM_ROT_LOCAL)
{
Quaternion rtmp = part.RotationOffset;
res.Add(new LSL_Rotation(rtmp.X, rtmp.Y, rtmp.Z, rtmp.W));
}
}
return res;
}
示例2: GetLinkPrimitiveParams
//.........这里部分代码省略.........
{
if (remain < 1)
return res;
face = rules.GetLSLIntegerItem(idx++);
if (face == ScriptBaseClass.ALL_SIDES)
{
for (face = 0; face < GetNumberOfSides(part); face++)
{
MappingType texgen = tex.GetFace((uint) face).TexMapType;
// Convert MappingType to PRIM_TEXGEN_DEFAULT, PRIM_TEXGEN_PLANAR etc.
res.Add(new LSL_Integer((uint) texgen >> 1));
}
}
else
{
if (face >= 0 && face < GetNumberOfSides(part))
{
MappingType texgen = tex.GetFace((uint) face).TexMapType;
res.Add(new LSL_Integer((uint) texgen >> 1));
}
}
}
else if (code == (int) ScriptBaseClass.PRIM_POINT_LIGHT)
{
PrimitiveBaseShape shape = part.Shape;
res.Add(shape.LightEntry ? new LSL_Integer(1) : new LSL_Integer(0));
res.Add(new LSL_Vector(shape.LightColorR, // color
shape.LightColorG,
shape.LightColorB));
res.Add(new LSL_Float(shape.LightIntensity)); // intensity
res.Add(new LSL_Float(shape.LightRadius)); // radius
res.Add(new LSL_Float(shape.LightFalloff)); // falloff
}
else if (code == (int) ScriptBaseClass.PRIM_GLOW)
{
if (remain < 1)
return res;
face = rules.GetLSLIntegerItem(idx++);
if (face == ScriptBaseClass.ALL_SIDES)
{
for (face = 0; face < GetNumberOfSides(part); face++)
{
Primitive.TextureEntryFace texface = tex.GetFace((uint) face);
res.Add(new LSL_Float(texface.Glow));
}
}
else
{
if (face >= 0 && face < GetNumberOfSides(part))
{
Primitive.TextureEntryFace texface = tex.GetFace((uint) face);
res.Add(new LSL_Float(texface.Glow));
}
}
}
else if (code == (int) ScriptBaseClass.PRIM_TEXT)
{
Color4 textColor = part.GetTextColor();
res.Add(new LSL_String(part.Text));
res.Add(new LSL_Vector(textColor.R,
textColor.G,
textColor.B));
res.Add(new LSL_Float(textColor.A));
}
else if (code == (int) ScriptBaseClass.PRIM_ROT_LOCAL)
{
Quaternion rtmp = part.GetRotationOffset();
res.Add(new LSL_Rotation(rtmp.X, rtmp.Y, rtmp.Z, rtmp.W));
}
else if (code == (int) ScriptBaseClass.PRIM_OMEGA)
{
Vector3 axis = part.OmegaAxis;
LSL_Float spinRate = part.OmegaSpinRate;
LSL_Float gain = part.OmegaGain;
res.Add(axis);
res.Add(spinRate);
res.Add(gain);
}
else if (code == (int) ScriptBaseClass.PRIM_PHYSICS_SHAPE_TYPE)
{
res.Add(new LSL_Integer(part.PhysicsType));
}
else if (code == (int) ScriptBaseClass.PRIM_LINK_TARGET)
{
if (remain < 1)
continue;
LSL_Integer nextLink = rules.GetLSLIntegerItem(idx++);
List<ISceneChildEntity> entities = GetLinkParts(nextLink);
if (entities.Count > 0)
part = entities[0];
}
}
return res;
}