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C# Color.ToString方法代码示例

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


在下文中一共展示了Color.ToString方法的7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: Start

	// Use this for initialization
	void Start () {


        Bitmap bitmap = new Bitmap("man_ok.png");

        Texture2D tex2D = new Texture2D(bitmap.Width, bitmap.Height, TextureFormat.ARGB32, false);
        tex2D.name = Path.GetFileNameWithoutExtension("man_ok.png");

        for (int row = 0; row < bitmap.Height; row++)
        {
            for (int col = 0; col < bitmap.Width; col++)
            {
                System.Drawing.Color srcColor = bitmap.GetPixel(col, row);
                UnityEngine.Color tgtColor = new UnityEngine.Color(srcColor.R, srcColor.G, srcColor.B, srcColor.A);
                tex2D.SetPixel(col, row, tgtColor);
            }
        }

        renderer.material.mainTexture = tex2D;

        System.Drawing.Color srcColor1 = bitmap.GetPixel(100, 100);
        UnityEngine.Color tgtColor1 = new UnityEngine.Color(srcColor1.R, srcColor1.G, srcColor1.B, srcColor1.A);
        Debug.Log(tgtColor1.ToString());
        Debug.Log(srcColor1.ToString());

        tex2D.Apply();

        // AssetDatabase.CreateFolder("", "hello");
         //AssetDatabase.CreateAsset(tex2D, "dragon.asset");
	}
开发者ID:Henry-T,项目名称:UnityPG,代码行数:31,代码来源:ConvertFileToAsset.cs

示例2: OnGUI

		void OnGUI()
		{
			GUILayout.Label("Render UVs", EditorStyles.boldLabel);

			pb_GUI_Utility.DrawSeparator(2, pb_Constant.ProBuilderDarkGray);
			GUILayout.Space(2);

			imageSize = (ImageSize)EditorGUILayout.EnumPopup(new GUIContent("Image Size", "The pixel size of the image to be rendered."), imageSize);

			hideGrid = EditorGUILayout.Toggle(new GUIContent("Hide Grid", "Hide or show the grid lines."), hideGrid);

			lineColor = EditorGUILayout.ColorField(new GUIContent("Line Color", "The color of the template lines."), lineColor);

			transparentBackground = EditorGUILayout.Toggle(new GUIContent("Transparent Background", "If true, only the template lines will be rendered, leaving the background fully transparent."), transparentBackground);

			GUI.enabled = !transparentBackground;
			backgroundColor = EditorGUILayout.ColorField(new GUIContent("Background Color", "If `TransparentBackground` is off, this will be the fill color of the image."), backgroundColor);
			GUI.enabled = true;

			if(GUILayout.Button("Save UV Template"))
			{
				EditorPrefs.SetInt(PREF_IMAGESIZE, (int)imageSize);
				EditorPrefs.SetString(PREF_LINECOLOR, lineColor.ToString());
				EditorPrefs.SetString(PREF_BACKGROUNDCOLOR, backgroundColor.ToString());
				EditorPrefs.SetBool(PREF_TRANSPARENTBACKGROUND, transparentBackground);
				EditorPrefs.SetBool(PREF_HIDEGRID, hideGrid);

				if(pb_Editor.instance == null || pb_Editor.instance.selection.Length < 1)	
				{
					Debug.LogWarning("Abandoning UV render because no ProBuilder objects are selected.");
					this.Close();
					return;
				}

				screenFunc((int)imageSize, hideGrid, lineColor, transparentBackground, backgroundColor);
				this.Close();
			}
		}
开发者ID:itubeasts,项目名称:I-eaT-U,代码行数:38,代码来源:pb_UV_Render_Options.cs

示例3: Track

 public Track(Color color)
 {
     this.Scol = new SColor(color);
     name = "track: " + color.ToString();
 }
开发者ID:TheDarkVoid,项目名称:MikuSecret,代码行数:5,代码来源:Track.cs

示例4: CompareColors

 /// <summary>
 /// I need to compare this way because unity optimizes comparison and sometimes is not working,
 ///  and i don't want to work with alpha channel
 /// </summary>
 /// <param name="c1"></param>
 /// <param name="c2"></param>
 /// <returns></returns>
 public static  bool CompareColors(Color c1, Color c2)
 {
     if((c1.r == c2.r && c1.g == c2.g &&  c1.b == c2.b) || c1.ToString().Equals(c2.ToString()))
     {
         return true;
     }
     return false;
 }
开发者ID:srferran,项目名称:ES2015A,代码行数:15,代码来源:AIArchitect.cs

示例5: WWW

        /*private IEnumerator LoadBundle()
        {
            WWW www = new WWW("File:///" + Application.dataPath + "/Mods/Resources/ManyFlares.assetbundle");
            yield return www;
            AssetBundle asset = www.assetBundle;
            Debug.Log("Load Asset completed!");
            AssetBundleRequest request = asset.LoadAssetAsync("50mmZoom.flare", typeof(Flare));
            yield return request;
            Debug.Log("Load Asset completed!");
            Flare go = request.asset as Flare;
            go.name = "GOOOO";
            DontDestroyOnLoad(go);
            OkGo = true;
            foreach(UnityEngine.Object obj in asset.LoadAllAssets())
            {
                Instantiate(obj);
            }
            asset.Unload(false);
        }*/
        void Start()
        {
            //Application.LoadLevel (5);
            StartCoroutine(SkyBox());

            Commands.RegisterHelpMessage("CLOUDS!");
            Commands.RegisterCommand("ResetCloudsAmount", (args, notUses) =>
            {
                if (args.Length < 1)
                {
                    return "ERROR!";
                }
                try
                {
                    int cccloudcloudAmount = int.Parse(args[0]);
                    if (cccloudcloudAmount < 0 || cccloudcloudAmount > 3000) { return "Your cloud amount is not available. "; }
                    else { cloudAmount = cccloudcloudAmount; 保存设定(); }
                }
                catch
                {
                    return "Could not parse " + args[0] + "to cloud amount";
                }
                return "There will be " + cloudAmount.ToString() + " clouds";

            }, "Reset the amount of clouds. No bigger than 3000 and no less than 2.");//Amount

            Commands.RegisterCommand("ResetCloudsSizeScale", (args, notUses) =>
            {
                if (args.Length < 1)
                {
                    return "ERROR!";
                }
                try
                {
                    float cccloudcloudSizeScale = float.Parse(args[0]);
                    if (cccloudcloudSizeScale <= 0) { return "Your cloud size scale is not available. "; }
                    else { cloudSizeScale = cccloudcloudSizeScale; 保存设定(); }
                }
                catch
                {
                    return "Could not parse " + args[0] + "to cloud size scale";
                }

                return "The clouds' size scale will be " + cloudSizeScale.ToString();

            }, "Reset Clouds' Size Scale");//SizeScale

            Commands.RegisterCommand("ResetLowerCloudsMinHeight", (args, notUses) =>
            {
                if (args.Length < 1)
                {
                    return "ERROR!";
                }
                try
                {
                    float llllowerCloudsMinHeight = float.Parse(args[0]);
                    if (llllowerCloudsMinHeight >= lowerCloudsMaxHeight) { return "Your lower cloud minimum height is not available. "; }
                    else { lowerCloudsMinHeight = llllowerCloudsMinHeight; 保存设定(); }
                }
                catch
                {
                    return "Could not parse " + args[0] + "to lower cloud minimum height";
                }

                return "The lower clouds' minimum height will be " + lowerCloudsMinHeight.ToString();

            }, "Reset Lower Clouds' Min Height");//ResetLowerCloudsMinHeight

            Commands.RegisterCommand("ResetLowerCloudsMaxHeight", (args, notUses) =>
            {
                if (args.Length < 1)
                {
                    return "ERROR!";
                }
                try
                {
                    float llllowerCloudsMaxHeight = float.Parse(args[0]);
                    if (llllowerCloudsMaxHeight <= lowerCloudsMinHeight) { return "Your lower cloud maximum height is not available. "; }
                    else { lowerCloudsMaxHeight = llllowerCloudsMaxHeight; 保存设定(); }
                }
                catch
//.........这里部分代码省略.........
开发者ID:wangw571,项目名称:Besiege-Sky-and-Cloud-Mod,代码行数:101,代码来源:Sky+and+Cloud+Mod.cs

示例6: ModifyPlanet

        private void ModifyPlanet(CelestialBody oldB, CelestialBody newB)
        {
            Debug.Log("Planitron: ModifyPlanet oldB.GetName() =  " + oldB.GetName());
            Debug.Log("Planitron: ModifyPlanet newB.GetName() =  " + newB.GetName());

            _currentPlanetName = newB.GetName();
            RoundedGeeASL = newB.GeeASL;
            RoundedGeeASL = Math.Round(RoundedGeeASL, 2);
            _currentGee = RoundedGeeASL.ToString();
            if (newB.atmosphere)
            {
                _currentatmosphereMultiplier = newB.atmosphereMultiplier.ToString();
            }
            else
            {
                _currentatmosphereMultiplier = "None";
            }
            _currentOxygen = newB.atmosphereContainsOxygen;
                oldB.atmoshpereTemperatureMultiplier = newB.atmoshpereTemperatureMultiplier;
                oldB.atmosphere = newB.atmosphere;
                oldB.atmosphereContainsOxygen = newB.atmosphereContainsOxygen;
                oldB.atmosphereMultiplier = newB.atmosphereMultiplier;
                oldB.atmosphereScaleHeight = newB.atmosphereScaleHeight;

                col_R = newB.atmosphericAmbientColor.r;
                col_G = newB.atmosphericAmbientColor.g;
                col_B = newB.atmosphericAmbientColor.b;
                col_A = newB.atmosphericAmbientColor.a;
                col_RGBA = new Color(col_R, col_G, col_B, col_A);
                oldB.atmosphericAmbientColor = col_RGBA;

                oldB.GeeASL = newB.GeeASL;
                oldB.gMagnitudeAtCenter = newB.gMagnitudeAtCenter;
                oldB.gravParameter = newB.gravParameter;
                oldB.Mass = newB.Mass;
                oldB.pressureMultiplier = newB.pressureMultiplier;
                oldB.staticPressureASL = newB.staticPressureASL;
            Debug.Log(" ");
            Debug.Log("Planitron: ModifyPlanet: New Values for vessel.mainBody ----------------------------");
            Debug.Log("Planitron: ModifyPlanet Post Name =  " + oldB.GetName());

            Debug.Log("Planitron: ModifyPlanet Post atmoshpereTemperatureMultiplier =  " + oldB.atmoshpereTemperatureMultiplier);
            Debug.Log("Planitron: ModifyPlanet Post atmosphere =  " + oldB.atmosphere);
            Debug.Log("Planitron: ModifyPlanet Post atmosphereContainsOxygen =  " + oldB.atmosphereContainsOxygen);
            Debug.Log("Planitron: ModifyPlanet Post atmosphereMultiplier =  " + oldB.atmosphereMultiplier);
            Debug.Log("Planitron: ModifyPlanet Post atmosphereScaleHeight =  " + oldB.atmosphereScaleHeight);
            Debug.Log("Planitron: ModifyPlanet Post col_RGBA.ToString =  " + col_RGBA.ToString());
            Debug.Log("Planitron: ModifyPlanet Post col_RGBA =  " + col_RGBA);
            Debug.Log("Planitron: ModifyPlanet Post atmosphericAmbientColor =  " + oldB.atmosphericAmbientColor.ToString());
            Debug.Log("Planitron: ModifyPlanet Post GeeASL =  " + oldB.GeeASL);
            Debug.Log("Planitron: ModifyPlanet Post gMagnitudeAtCenter =  " + oldB.gMagnitudeAtCenter);
            Debug.Log("Planitron: ModifyPlanet Post gravParameter =  " + oldB.gravParameter);
            Debug.Log("Planitron: ModifyPlanet Post Mass =  " + oldB.Mass);
            Debug.Log("Planitron: ModifyPlanet Post pressureMultiplier =  " + oldB.pressureMultiplier);
            Debug.Log("Planitron: ModifyPlanet Post staticPressureASL =  " + oldB.staticPressureASL);
            Debug.Log(" ");
            Debug.Log(" ");
        }
开发者ID:philotical,项目名称:PlanitronReloaded,代码行数:58,代码来源:PlanitronReloaded_v0.0.03.06_stable_final_released.cs

示例7: SetPlayer

 public void SetPlayer(int player,Color color)
 {
     Debug.Log(name +": "+ player.ToString() + " " + color.ToString());
     m_Image.sprite = m_PlayerSprites[player];
     m_Image.color = color;
 }
开发者ID:stijndelaruelle,项目名称:glupartygame,代码行数:6,代码来源:ButtonUI.cs


注:本文中的UnityEngine.Color.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。