本文整理汇总了C#中System.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?那么恭喜您, 这里精选的类代码示例或许可以为您提供帮助。
Color类属于System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: Draw
public static void Draw(ISpriteBatch sb, Vector2 source, Vector2 dest, Color color)
{
var dist = Vector2.Distance(source, dest);
var angle = GetAngle(source, dest);
// Get the length of the segments
var segLen = dist / 6;
if (segLen < 5.0f)
segLen = 5.0f;
if (segLen > 25.0f)
segLen = 25.0f;
// Primary line
var tailLen = dist - (segLen / 2);
var pDest = source + (new Vector2((float)Math.Cos(angle), (float)Math.Sin(angle)) * tailLen);
RenderLine.Draw(sb, source, pDest, color);
// Arrow segment 1
var ang1 = angle - MathHelper.PiOver4;
var seg1 = dest - (new Vector2((float)Math.Cos(ang1), (float)Math.Sin(ang1)) * segLen);
RenderLine.Draw(sb, dest, seg1, color);
// Arrow segment 2
var ang2 = angle + MathHelper.PiOver4;
var seg2 = dest - (new Vector2((float)Math.Cos(ang2), (float)Math.Sin(ang2)) * segLen);
RenderLine.Draw(sb, dest, seg2, color);
// Arrow segment 3
RenderLine.Draw(sb, seg1, seg2, color);
}
示例2: LineInfo
/// <summary>
/// Initializes a new instance of the <see cref="LineInfo" /> struct.
/// </summary>
/// <param name="text">The text.</param>
/// <param name="color">The color.</param>
/// <param name="size">The size.</param>
/// <param name="offsetX">offset X alignment.</param>
public LineInfo(string text, Color color, Vector2 size, float offsetX)
{
this.SubTextList = new List<SubTextInfo>();
this.Size = Vector2.Zero;
this.AlignmentOffsetX = offsetX;
this.AddText(text, color, size);
}
示例3: ClassWithMultipleCtorArguments
public ClassWithMultipleCtorArguments(Color color, string name, int age, DateTime day)
{
_color = color;
_name = name;
_age = age;
_day = day;
}
示例4: Color_IsConstructedProperly_FromInt32RGBA
public void Color_IsConstructedProperly_FromInt32RGBA()
{
var result = new Color(12, 34, 56, 78);
TheResultingValue(result)
.ShouldHaveArgbComponents(78, 12, 34, 56);
}
示例5: CreateGame
public Game CreateGame(Color color)
{
// Отправляется запрос к серверу на создание в базе
// новой записи Party/Game с исходными значениями
// некоторых полей (FirstPlayerId и color)
return new Game(this, 0000);
}
示例6: Update
/// <summary>
/// Updates the light color like a torch
/// </summary>
/// <param name="gameTime">Time of the game </param>
protected override void Update(TimeSpan gameTime)
{
if (!this.initialized)
{
this.RefColor = light.Color.ToVector3();
this.initialized = true;
}
ellapsedGameTime += gameTime;
if (this.ellapsedGameTime > this.nextColorTime)
{
light.Color = this.NextColor;
float r = ((float)WaveServices.Random.NextDouble() * 0.15f + 0.85f);
float att = ((float)WaveServices.Random.NextDouble() * 0.3f + 0.7f);
this.period = ((float)WaveServices.Random.NextDouble() * 0.2f + 0.05f);
this.PrevColor = this.NextColor;
this.NextColor = new Color(
this.RefColor.X * ((float)WaveServices.Random.NextDouble() * 0.05f + 0.95f),
this.RefColor.Y * r,
this.RefColor.Z * r) * att;
this.startColorTime = this.ellapsedGameTime;
this.nextColorTime = this.ellapsedGameTime + TimeSpan.FromSeconds(this.period);
}
else
{
float lerp = (float)(this.ellapsedGameTime - this.startColorTime).TotalSeconds / this.period;
this.light.Color = this.PrevColor * (1 - lerp) + this.NextColor * (lerp);
}
}
示例7: Run
protected override bool Run(SimDescription me, bool singleSelection)
{
if (!ApplyAll)
{
List<PreferenceColor.Item> allOptions = new List<PreferenceColor.Item>();
foreach (CASCharacter.NameColorPair color in CASCharacter.kColors)
{
allOptions.Add(new PreferenceColor.Item(color.mColor, (me.FavoriteColor == color.mColor) ? 1 : 0));
}
PreferenceColor.Item choice = new CommonSelection<PreferenceColor.Item>(Name, me.FullName, allOptions).SelectSingle();
if (choice == null) return false;
mFavoriteColor = choice.Value;
}
me.FavoriteColor = mFavoriteColor;
if (PlumbBob.SelectedActor == me.CreatedSim)
{
(Sims3.Gameplay.UI.Responder.Instance.HudModel as HudModel).OnSimFavoritesChanged(me.CreatedSim.ObjectId);
}
return true;
}
示例8: CreateShadows
public static bool CreateShadows()
{
Image img = spriteSheet.Texture.CopyToImage();
for (uint k = 0; k < img.Size.X; k++)
for (uint j = 0; j < img.Size.Y; j++)
{
Color c = img.GetPixel(k, j);
if (c.A == 255)
{
Color d = new Color();
d.A = 40;
d.R = d.G = d.B = 0;
img.SetPixel(k, j, d);
}
}
Texture tex = new Texture(img);
Sprite tempsprite = new Sprite();
tempsprite.Texture = tex;
shadowSpriteSheet = new RenderTexture(textureSize, textureSize);
shadowSpriteSheet.Draw(tempsprite);
shadowSpriteSheet.Display();
shadowSprite.Texture = shadowSpriteSheet.Texture;
img.Dispose();
tempsprite.Dispose();
tex.Dispose();
return true;
}
示例9: Face
public Face()
{
for (int i = 0; i < 3; i++)
{
Colors[i] = new Color(1.0f, 1.0f, 1.0f, 1.0f);
}
}
示例10: Dfs
private static void Dfs(Vertex vertex, Color currentColor, Color[] colors)
{
switch (colors[vertex.Number])
{
case Color.noColor:
{
colors[vertex.Number] = currentColor;
break;
}
default:
{
if (colors[vertex.Number] != currentColor)
{
for (var i = 0; i < colors.Length; ++i)
{
colors[i] = Color.firstColor;
}
}
return;
}
}
foreach (var nextVertex in vertex.Connections)
{
Dfs(nextVertex, changeColor(currentColor), colors);
}
}
示例11: SetupGrid
private void SetupGrid(Vector2u mapSize)
{
const int gridSize = 16;
_gridTexture = new RenderTexture(2000, 2000);
var col = new Color(120, 120, 120);
var verticies = new List<Vertex>();
for (int x = 0; x < mapSize.X; x += gridSize)
{
verticies.Add(new Vertex(new Vector2f(x, 0), col));
verticies.Add(new Vertex(new Vector2f(x, mapSize.Y), col));
}
for (int y = 0; y < mapSize.Y; y += gridSize)
{
verticies.Add(new Vertex(new Vector2f(0, y), col));
verticies.Add(new Vertex(new Vector2f(mapSize.X, y), col));
}
_gridlines = verticies.ToArray();
_gridTexture.Clear(new Color(190, 190, 190));
//_view = new View(new FloatRect(0,0,displaySize.X, displaySize.Y));
_view = new View(new FloatRect(0, 0, DisplayView.Size.X, DisplayView.Size.Y));
DisplayView = _view;
//_gridTexture.SetView(_view);
_gridTexture.Draw(_gridlines, PrimitiveType.Lines);
_gridTexture.Display();
_grid = new Sprite(_gridTexture.Texture);
AddItemToDraw(_grid, 0);
}
示例12: Circle
Texture2D Circle(GraphicsDevice graphics, int radius)
{
int aDiameter = radius * 2;
Vector2 aCenter = new Vector2(radius, radius);
Texture2D aCircle = new Texture2D(graphics, aDiameter, aDiameter, false, SurfaceFormat.Color);
Color[] aColors = new Color[aDiameter * aDiameter];
for (int i = 0; i < aColors.Length; i++)
{
int x = (i + 1) % aDiameter;
int y = (i + 1) / aDiameter;
Vector2 aDistance = new Vector2(Math.Abs(aCenter.X - x), Math.Abs(aCenter.Y - y));
if (Math.Sqrt((aDistance.X * aDistance.X) + (aDistance.Y * aDistance.Y)) > radius)
{
aColors[i] = Color.Transparent;
}
else
{
aColors[i] = Color.White;
}
}
aCircle.SetData<Color>(aColors);
return aCircle;
}
示例13: CreateToolbar
public static ToolbarDialog CreateToolbar(Point toolbar_pos, Point toolbar_size, Color toolbar_color)
{
var t = new ToolbarDialog
{
Color = toolbar_color,
Size = toolbar_size
};
t.Control = new IHTMLDiv();
t.Drag = new DragHelper(t.Control);
t.Drag.Position = toolbar_pos;
//t.ControlForm.BackColor = System.Drawing.Color.Green;
t.ControlForm.MoveTo(t.Drag.Position.X, t.Drag.Position.Y);
//t.ControlForm.SizeTo(toolbar_size.X + 16, toolbar_size.Y + 32);
t.Control.style.SetLocation(t.Drag.Position.X, t.Drag.Position.Y, toolbar_size.X, toolbar_size.Y);
t.Control.SetDialogColor(toolbar_color);
t.Drag.Enabled = true;
t.Drag.DragMove += t.ApplyPosition;
t.Grow();
return t;
}
示例14: CoverCaption
public CoverCaption(CoverManager coverManager, string font_name, Color color)
: base(coverManager, font_name, color)
{
CoverManager.NewCurrentCover += HandleNewCurrentCover;
CoverManager.TargetIndexChanged += HandleTargetIndexChanged;
CoverManager.CoversChanged += HandleCoversChanged;
}
示例15: Set
public void Set ( float x, float y, float dx, float dy, float w, float h, float sin, float cos, Color color, Vector2 texCoordTL, Vector2 texCoordBR )
{
// TODO, Should we be just assigning the Depth Value to Z?
// According to http://blogs.msdn.com/b/shawnhar/archive/2011/01/12/spritebatch-billboards-in-a-3d-world.aspx
// We do.
vertexTL.Position.X = x+dx*cos-dy*sin;
vertexTL.Position.Y = y+dx*sin+dy*cos;
vertexTL.Position.Z = Depth;
vertexTL.Color = color;
vertexTL.TextureCoordinate.X = texCoordTL.X;
vertexTL.TextureCoordinate.Y = texCoordTL.Y;
vertexTR.Position.X = x+(dx+w)*cos-dy*sin;
vertexTR.Position.Y = y+(dx+w)*sin+dy*cos;
vertexTR.Position.Z = Depth;
vertexTR.Color = color;
vertexTR.TextureCoordinate.X = texCoordBR.X;
vertexTR.TextureCoordinate.Y = texCoordTL.Y;
vertexBL.Position.X = x+dx*cos-(dy+h)*sin;
vertexBL.Position.Y = y+dx*sin+(dy+h)*cos;
vertexBL.Position.Z = Depth;
vertexBL.Color = color;
vertexBL.TextureCoordinate.X = texCoordTL.X;
vertexBL.TextureCoordinate.Y = texCoordBR.Y;
vertexBR.Position.X = x+(dx+w)*cos-(dy+h)*sin;
vertexBR.Position.Y = y+(dx+w)*sin+(dy+h)*cos;
vertexBR.Position.Z = Depth;
vertexBR.Color = color;
vertexBR.TextureCoordinate.X = texCoordBR.X;
vertexBR.TextureCoordinate.Y = texCoordBR.Y;
}