本文整理匯總了C#中UnityEngine.Color32.CompareRGB方法的典型用法代碼示例。如果您正苦於以下問題:C# Color32.CompareRGB方法的具體用法?C# Color32.CompareRGB怎麽用?C# Color32.CompareRGB使用的例子?那麽, 這裏精選的方法代碼示例或許可以為您提供幫助。您也可以進一步了解該方法所在類UnityEngine.Color32
的用法示例。
在下文中一共展示了Color32.CompareRGB方法的2個代碼示例,這些例子默認根據受歡迎程度排序。您可以為喜歡或者感覺有用的代碼點讚,您的評價將有助於係統推薦出更棒的C#代碼示例。
示例1: GenerateTextMesh
//.........這裏部分代碼省略.........
int index_X4 = m_visibleCharacterCount * 4;
//m_textInfo.characterInfo[m_characterCount].isVisible = true;
m_textInfo.characterInfo[m_characterCount].vertexIndex = (short)(0 + index_X4);
m_vertices[0 + index_X4] = m_textInfo.characterInfo[m_characterCount].bottomLeft;
m_vertices[1 + index_X4] = m_textInfo.characterInfo[m_characterCount].topLeft;
m_vertices[2 + index_X4] = m_textInfo.characterInfo[m_characterCount].bottomRight;
m_vertices[3 + index_X4] = m_textInfo.characterInfo[m_characterCount].topRight;
// Determine what color gets assigned to vertex.
#region Handle Vertex Colors
if (isMissingCharacter)
vertexColor = Color.red;
else if (m_overrideHtmlColors)
vertexColor = m_fontColor32;
else
vertexColor = m_htmlColor;
// Set Alpha to the lesser of vertex color or color tag alpha).
vertexColor.a = m_fontColor32.a < vertexColor.a ? m_fontColor32.a : vertexColor.a;
if (!m_enableVertexGradient)
{
m_vertColors[0 + index_X4] = vertexColor;
m_vertColors[1 + index_X4] = vertexColor;
m_vertColors[2 + index_X4] = vertexColor;
m_vertColors[3 + index_X4] = vertexColor;
}
else
{
if (!m_overrideHtmlColors && !m_htmlColor.CompareRGB(m_fontColor32))
{
m_vertColors[0 + index_X4] = vertexColor;
m_vertColors[1 + index_X4] = vertexColor;
m_vertColors[2 + index_X4] = vertexColor;
m_vertColors[3 + index_X4] = vertexColor;
}
else
{
m_vertColors[0 + index_X4] = m_fontColorGradient.bottomLeft;
m_vertColors[1 + index_X4] = m_fontColorGradient.topLeft;
m_vertColors[2 + index_X4] = m_fontColorGradient.bottomRight;
m_vertColors[3 + index_X4] = m_fontColorGradient.topRight;
}
m_vertColors[0 + index_X4].a = vertexColor.a;
m_vertColors[1 + index_X4].a = vertexColor.a;
m_vertColors[2 + index_X4].a = vertexColor.a;
m_vertColors[3 + index_X4].a = vertexColor.a;
}
#endregion Handle Vertex Colors
// Apply style_padding only if this is a SDF Shader.
if (!m_sharedMaterial.HasProperty(ShaderUtilities.ID_WeightNormal))
style_padding = 0;
// Setup UVs for the Mesh
#region Setup UVs
Vector2 uv0 = new Vector2((m_cached_GlyphInfo.x - m_padding - style_padding) / m_currentFontAsset.fontInfo.AtlasWidth, 1 - (m_cached_GlyphInfo.y + m_padding + style_padding + m_cached_GlyphInfo.height) / m_currentFontAsset.fontInfo.AtlasHeight); // bottom left
Vector2 uv1 = new Vector2(uv0.x, 1 - (m_cached_GlyphInfo.y - m_padding - style_padding) / m_currentFontAsset.fontInfo.AtlasHeight); // top left
Vector2 uv2 = new Vector2((m_cached_GlyphInfo.x + m_padding + style_padding + m_cached_GlyphInfo.width) / m_currentFontAsset.fontInfo.AtlasWidth, uv0.y); // bottom right
示例2: GenerateTextMesh
//.........這裏部分代碼省略.........
}
#endregion End Check for Characters Exceeding Width of Text Container
// Determine what color gets assigned to vertex.
#region Handle Vertex Colors
if (isMissingCharacter)
vertexColor = Color.red;
else if (m_overrideHtmlColors)
vertexColor = m_fontColor32;
else
vertexColor = m_htmlColor;
// Set Alpha for Shader to render font as normal or bold. (Alpha channel is being used to let the shader know if the character is bold or normal).
if ((m_style & FontStyles.Bold) == FontStyles.Bold || (m_fontStyle & FontStyles.Bold) == FontStyles.Bold)
{
vertexColor.a = m_fontColor32.a < vertexColor.a ? (byte)(m_fontColor32.a >> 1) : (byte)(vertexColor.a >> 1);
vertexColor.a += 128;
}
else
{
vertexColor.a = m_fontColor32.a < vertexColor.a ? (byte)(m_fontColor32.a >> 1) : (byte)(vertexColor.a >> 1);
}
// Vertex Colors
if (!m_enableVertexGradient)
{
m_uiVertices[0 + index_X4].color = vertexColor;
m_uiVertices[1 + index_X4].color = vertexColor;
m_uiVertices[2 + index_X4].color = vertexColor;
m_uiVertices[3 + index_X4].color = vertexColor;
}
else
{
if (!m_overrideHtmlColors && !m_htmlColor.CompareRGB(m_fontColor32))
{
m_uiVertices[0 + index_X4].color = vertexColor;
m_uiVertices[1 + index_X4].color = vertexColor;
m_uiVertices[2 + index_X4].color = vertexColor;
m_uiVertices[3 + index_X4].color = vertexColor;
}
else
{
m_uiVertices[0 + index_X4].color = m_fontColorGradient.bottomLeft;
m_uiVertices[1 + index_X4].color = m_fontColorGradient.topLeft;
m_uiVertices[2 + index_X4].color = m_fontColorGradient.topRight;
m_uiVertices[3 + index_X4].color = m_fontColorGradient.bottomRight;
}
m_uiVertices[0 + index_X4].color.a = vertexColor.a;
m_uiVertices[1 + index_X4].color.a = vertexColor.a;
m_uiVertices[2 + index_X4].color.a = vertexColor.a;
m_uiVertices[3 + index_X4].color.a = vertexColor.a;
}
#endregion Handle Vertex Colors
// Apply style_padding only if this is a SDF Shader.
if (!m_sharedMaterial.HasProperty(ShaderUtilities.ID_WeightNormal))
style_padding = 0;
// Setup UVs for the Mesh
#region Setup UVs
Vector2 uv0 = new Vector2((m_cached_GlyphInfo.x - m_padding - style_padding) / m_fontAssetArray[m_fontIndex].fontInfo.AtlasWidth, 1 - (m_cached_GlyphInfo.y + m_padding + style_padding + m_cached_GlyphInfo.height) / m_fontAssetArray[m_fontIndex].fontInfo.AtlasHeight); // bottom left
Vector2 uv1 = new Vector2(uv0.x, 1 - (m_cached_GlyphInfo.y - m_padding - style_padding) / m_fontAssetArray[m_fontIndex].fontInfo.AtlasHeight); // top left
Vector2 uv2 = new Vector2((m_cached_GlyphInfo.x + m_padding + style_padding + m_cached_GlyphInfo.width) / m_fontAssetArray[m_fontIndex].fontInfo.AtlasWidth, uv0.y); // bottom right
Vector2 uv3 = new Vector2(uv2.x, uv1.y); // top right