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C# Material.ToString方法代码示例

本文整理汇总了C#中Material.ToString方法的典型用法代码示例。如果您正苦于以下问题:C# Material.ToString方法的具体用法?C# Material.ToString怎么用?C# Material.ToString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Material的用法示例。


在下文中一共展示了Material.ToString方法的9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: MaterialRow

        public MaterialRow(Material material)
        {
            Material = material;
            var str = material.ToString();

            switch (str)
            {
                case "StoneStart":
                    Name = "Granite";
                    break;
                case "StoneEnd":
                    Name = "Brick";
                    break;
                case "MetalStart":
                    Name = "Copper";
                    break;
                case "MetalEnd":
                    Name = "Platinum";
                    break;
                case "LeatherStart":
                    Name = "YakHide";
                    break;
                case "LeatherEnd":
                    Name = "BearHide";
                    break;
                default:
                    Name = str;
                    break;
            }
        }
开发者ID:klanderso,项目名称:YAGE,代码行数:30,代码来源:MaterialRow.cs

示例2: CheckShaderAndCreateMaterial

    public static Material CheckShaderAndCreateMaterial( Shader s ,   Material m2Create  )
    {
        if (m2Create && m2Create.shader == s)
            return m2Create;

        if (!s) {
            Debug.LogWarning("PostEffects: missing shader for " + m2Create.ToString ());
            return null;
        }

        if(!s.isSupported) {
            Debug.LogWarning ("The shader " + s.ToString () + " is not supported");
            return null;
        }
        else {
            m2Create = new Material (s);
            m2Create.hideFlags = HideFlags.DontSave;
            return m2Create;
        }
    }
开发者ID:cn00,项目名称:U3D5_CSharp_AngryBots,代码行数:20,代码来源:PostEffects.cs

示例3: activateWorldTexture

        private void activateWorldTexture(Material.WorldTexture type, ref int texunit, int handle)
        {
            string name = type.ToString();
            int texid = Scene.getTextureId(type);

            if (texid != 0)
            {
                GL.ActiveTexture(TextureUnit.Texture0 + texunit);
                GL.BindTexture(TextureTarget.Texture2D, texid);
                GL.Uniform1(GL.GetUniformLocation(handle, name), texunit);
                texunit++;
            }
        }
开发者ID:Richy19,项目名称:ultraSandbox,代码行数:13,代码来源:Drawable.cs

示例4: Get_Permitivity

 public static string Get_Permitivity(Material material)
 {
     switch (material)
     {
         case Material.GaAs:
             return "eps_r_GaAs * eps_0";
         case Material.AlGaAs:
             return "eps_r_AlGaAs * eps_0";
         case Material.InGaAs:
             return "eps_r_InGaAs * eps_0";
         case Material.InAlAs:
             return "eps_r_InAlAs * eps_0";
         case Material.PMMA:
             return "eps_pmma * eps_0";
         case Material.Al2O3:
             return "eps_al2o3 * eps_0";
         case Material.Metal:
             return "0.0";
         case Material.Air:
             return "eps_0";
         default:
             throw new NotImplementedException("Error - Cannot find electrical permitivity for material: " + material.ToString());
     }
 }
开发者ID:EdmundOwen,项目名称:QuMESHS,代码行数:24,代码来源:Layer_Tool.cs

示例5: NewItem

 private Item NewItem(Vector3 position, ItemID itemId, Material material, List<Item> components)
 {
     return components.Any()
         ? new Item(position, itemId.ToString(), components)
         : new Item(position, itemId.ToString(), material.ToString());
 }
开发者ID:klanderso,项目名称:YAGE,代码行数:6,代码来源:ItemCreator.cs

示例6: CreateSimpleItem

        private Item CreateSimpleItem(ItemID itemId, Material material, Vector3 position)
        {
            var componentSource = GetComponentSource(material, position);
            Item newItem;

            if (material==Material.BlueGem || material == Material.GreenGem) /* special case - fix 23/03/2016 chatmetaleux */
            {
                newItem = new Item(position, itemId.ToString(), (material == Material.BlueGem) ? "Sapphire":"Emerald");
            }
            else
                newItem = new Item(position, itemId.ToString(), material.ToString());

            if (componentSource != null)
            {
                newItem.CrafterHistory = componentSource.Character.History;
                if (componentSource.ShouldDestroy)
                {
                    componentSource.Character.LeftRegion();
                }
            }

            GnomanEmpire.Instance.EntityManager.SpawnEntityImmediate(newItem);
            return newItem;
        }
开发者ID:klanderso,项目名称:YAGE,代码行数:24,代码来源:ItemCreator.cs

示例7: CreateComponents

        private List<Item> CreateComponents(ItemID itemId, Material material, Vector3 position)
        {
            var components = new List<Item>();
            var subComponents = new List<Item>();
            var subComponents2 = new List<Item>();

            var componentSource = GetComponentSource(material, position);

            switch (itemId)
            {
                case ItemID.Plank:
                    components.Add(new Item(position, ItemID.RawWood.ToString(), material.ToString()));
                    break;
                case ItemID.Stick:
                    subComponents = CreateComponents(ItemID.Plank, material, position);
                    components.Add(new Item(position, ItemID.Plank.ToString(), subComponents));
                    break;
                case ItemID.Bed:
                    subComponents = CreateComponents(ItemID.BedFrame, material, position);
                    subComponents2 = CreateComponents(ItemID.Mattress, material, position);
                    components.Add(new Item(position, ItemID.BedFrame.ToString(), subComponents));
                    components.Add(new Item(position, ItemID.Mattress.ToString(), subComponents2));
                    break;
                case ItemID.FancyBed:
                    subComponents = CreateComponents(ItemID.FancyBedFrame, material, position);
                    subComponents2 = CreateComponents(ItemID.Mattress, material, position);
                    components.Add(new Item(position, ItemID.FancyBedFrame.ToString(), subComponents));
                    components.Add(new Item(position, ItemID.Mattress.ToString(), subComponents2));
                    break;
                case ItemID.Bellows:
                case ItemID.CrossbowStock:
                case ItemID.Loom:
                case ItemID.TrainingDummy:
                case ItemID.Wheelbarrow:
                case ItemID.Barrel:
                case ItemID.BedFrame:
                case ItemID.Crate:
                case ItemID.FancyBedFrame:
                case ItemID.WoodDoor:
                case ItemID.WoodenShield:
                    subComponents = CreateComponents(ItemID.Plank, material, position);
                    for(var i = 0; i < 4; i++)
                        components.Add(new Item(position, ItemID.Plank.ToString(), subComponents));
                    break;
                case ItemID.Dresser:
                case ItemID.Cabinet:
                case ItemID.Workbench:
                    subComponents = CreateComponents(ItemID.Plank, material, position);
                    for(var i = 0; i < 6; i++)
                        components.Add(new Item(position, ItemID.Plank.ToString(), subComponents));
                    break;
                case ItemID.Torch:
                    subComponents = CreateComponents(ItemID.Stick, material, position);
                    components.Add(new Item(position, ItemID.Stick.ToString(), subComponents));
                    components.Add(new Item(position, ItemID.RawCoal.ToString(), Material.Coal.ToString()));
                    break;
                case ItemID.Haft:
                case ItemID.Hilt:
                    subComponents = CreateComponents(ItemID.Stick, material, position);
                    components.Add(new Item(position, ItemID.Stick.ToString(), subComponents));
                    break;
                case ItemID.Block:
                    components.Add(new Item(position, ItemID.RawStone.ToString(), material.ToString()));
                    break;
                case ItemID.Chisel:
                case ItemID.Furnace:
                case ItemID.Hearth:
                case ItemID.Knife:
                case ItemID.Mold:
                case ItemID.PetRock:
                case ItemID.Sawblade:
                case ItemID.StoneDoor:
                case ItemID.StoneHammer:
                case ItemID.StoneHandAxe:
                case ItemID.StoneKnifeBlade:
                case ItemID.StoneSword:
                case ItemID.Trough:
                    subComponents = CreateComponents(ItemID.Block, material, position);
                    components.Add(new Item(position, ItemID.Block.ToString(), subComponents));
                    break;
                case ItemID.Pillar:
                    subComponents = CreateComponents(ItemID.Block, material, position);
                    for (var i = 0; i < 4; i++)
                        components.Add(new Item(position, ItemID.Block.ToString(), subComponents));
                    break;
                case ItemID.Statue:
                    subComponents = CreateComponents(IsStone(material) ? ItemID.Block : ItemID.Bar, material, position);
                    for (var i = 0; i < 4; i++)
                        components.Add(NewItem(position, IsStone(material) ? ItemID.Block : ItemID.Bar, material, subComponents));
                    break;
                case ItemID.Statuette:
                    subComponents = CreateComponents(IsStone(material) ? ItemID.Block : ItemID.Bar, material, position);
                    components.Add(NewItem(position, IsStone(material) ? ItemID.Block : ItemID.Bar, material, subComponents));
                    break;
                case ItemID.Chair:
                case ItemID.Table:
                    subComponents = CreateComponents(IsWood(material) ? ItemID.Plank : ItemID.Block, material, position);
                    for(var i = 0; i < 4; i++)
                        components.Add(new Item(position, IsWood(material) ? ItemID.Plank.ToString() : ItemID.Block.ToString(), subComponents));
                    break;
//.........这里部分代码省略.........
开发者ID:klanderso,项目名称:YAGE,代码行数:101,代码来源:ItemCreator.cs

示例8: CreateComplexItem

        private Item CreateComplexItem(ItemID itemId, Material material, Vector3 position)
        {
            Item newItem;
            List<Item> components;
            if (itemId == ItemID.Bag || itemId == ItemID.Barrel ||
                itemId == ItemID.Crate || itemId == ItemID.Wheelbarrow)
            {
                components = CreateComponents(itemId, material, position);
                newItem = new StorageContainer(position, itemId.ToString(), components) {CrafterHistory = creator.History};
            }
            else
            {
                components = CreateComponents(itemId, material, position);
                if (components.Any())
                {
                    newItem = new Item(position, itemId.ToString(), components) { CrafterHistory = creator.History };
                }
                else
                {
                    newItem = new Item(position, itemId.ToString(), material.ToString());
                }
            }

            GnomanEmpire.Instance.EntityManager.SpawnEntityImmediate(newItem);
            GnomanEmpire.Instance.Fortress.AddItem(newItem);

            RemoveComponents(components);

            return newItem;
        }
开发者ID:klanderso,项目名称:YAGE,代码行数:30,代码来源:ItemCreator.cs

示例9: ChangeTurretColor

 public void ChangeTurretColor(Material turret_color)
 {
     Turret_Head.renderer.material = turret_color;
     //Debug.Log(turret_color.ToString());
     GlobalVars.SetMaterial(turretNumber,turret_color.ToString().Replace(" (Instance) (UnityEngine.Material)", ""));
 }
开发者ID:Rgrable,项目名称:Ricochet,代码行数:6,代码来源:TurretScript.cs


注:本文中的Material.ToString方法示例由纯净天空整理自Github/MSDocs等开源代码及文档管理平台,相关代码片段筛选自各路编程大神贡献的开源项目,源码版权归原作者所有,传播和使用请参考对应项目的License;未经允许,请勿转载。