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C# Light类代码示例

原作者: [db:作者] 来自: [db:来源] 收藏 邀请

本文整理汇总了C#中Light的典型用法代码示例。如果您正苦于以下问题:C# Light类的具体用法?C# Light怎么用?C# Light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。



Light类属于命名空间,在下文中一共展示了Light类的20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,您的评价将有助于我们的系统推荐出更棒的C#代码示例。

示例1: Chronic

 public Chronic(string name, Water water, Light light, Food food)
     : this(name)
 {
     Water = water;
     Light = light;
     Food = food;
 }
开发者ID:Sjnuffel,项目名称:GanjaLibrary,代码行数:7,代码来源:ChronicVariables.cs


示例2: Start

    void Start()
    {
        pointLight = GetComponent<Light>();
        startColor = pointLight.color;

        anchorManager = ImportExportAnchorManager.Instance;
    }
开发者ID:thelegend6420,项目名称:holograms-240,代码行数:7,代码来源:SetStatusColor.cs


示例3: Start

	void Start () 
	{
	
		mainLight = GetComponent<Light>();
		skyMat = RenderSettings.skybox;

	}
开发者ID:Stumpstump,项目名称:RoverGame,代码行数:7,代码来源:AutoIntensity.cs


示例4: Start

 void Start()
 {
     ThisBody = GetComponent<Rigidbody2D>();
     Anim = GetComponent<Animator>();
     TailLight = Light.GetComponent<Light>();
     // SpriteRen = GetComponent<SpriteRenderer>();
 }
开发者ID:JasonSlingsCode,项目名称:CNR,代码行数:7,代码来源:HealthScript.cs


示例5: Update

    // Update is called once per frame
    void Update()
    {
        if(myLight == null){
            myLight = GetComponentInChildren<Light>();
        }else{

            if(myLight.intensity>0){//light is on
                if(goingToGoal){
                    if(Vector3.Distance(goal,transform.position)>0.5f){
                        transform.parent.position = (goal-transform.parent.position)*speed + transform.parent.position;
                        //transform.position = (goal-transform.position)*speed + transform.position;
                    }else{
                        goingToGoal = false;
                    }
                }else{
                    if(Vector3.Distance(original,transform.position)>0.5f){
                        transform.parent.position = (original-transform.parent.position)*speed + transform.parent.position;
                        //transform.position = (original-transform.position)*speed + transform.position;
                    }else{
                        goingToGoal = true;
                    }
                }
            }else{//light is off

            }
        }
    }
开发者ID:yenv672,项目名称:thesis,代码行数:28,代码来源:moving.cs


示例6: Start

    //AudioSource gunShot;
    void Start()
    {
        shootableMask = LayerMask.GetMask ("Shootable");
        gunLight = GetComponent <Light> ();

        anim = GetComponent<Animator>();
    }
开发者ID:selu285-2015,项目名称:285_02_FA15G2,代码行数:8,代码来源:Glock.cs


示例7: Awake

	/// <summary>
	/// Find all needed components.
	/// </summary>

	void Awake ()
	{
		mWidget = GetComponentInChildren<UIWidget>();
		Renderer ren = renderer;
		if (ren != null) mMat = ren.material;
		mLight = light;
	}
开发者ID:huw12313212,项目名称:Virtual-Piano,代码行数:11,代码来源:TweenColor.cs


示例8: PulseLightSize

    private IEnumerator PulseLightSize(Light light, float minSize, float maxSize, float time, bool repeating = false)
    {
        light.range = minSize;
        float timer = 0;
        float frameRate = Time.frameCount/Time.time;
        float step = (maxSize - minSize)/frameRate;
        while (timer < time/2.0f) {
            light.range += step;
            timer += Time.deltaTime;
            yield return new WaitForEndOfFrame();
        }

        light.range = maxSize;

        while (timer < time) {
            light.range -= step;
            timer += Time.deltaTime;
            yield return new WaitForEndOfFrame();
        }

        light.range = minSize;

        if (repeating) {
            beginBlinkingCoroutine();
        }
    }
开发者ID:imann24,项目名称:VR,代码行数:26,代码来源:FinishController.cs


示例9: Awake

    /*			METHODES			*/
    //Constructor
    void Awake()
    {
        // A retenir : GemLight = gameObject.AddComponent("Light") as Light;

        //Lien avec les composants des particules
        GemPartEmitter = GetComponent<ParticleEmitter>();												//Lien avec l'Emitter des particules
        GemPartAnimation = GetComponent<ParticleAnimator>();											//Lien avec l'Animator des particules
        //GemPartRenderer = GetComponent<ParticleRenderer>();											//Lien avec le Renderer des particules
        InitialColor = Color.yellow;																	//Définition de la couleur initiale de la Gemme
        OppositeColor = Color.magenta;																	//Définition de la couleur opposé de la Gemme

        //Initialisation du tableau dynamiquement
        GemPartStarkle = new Color[5];																	//Initialisation des 5 couleurs comosant le Renderer

        //Lien avec la Lumière
        GemLight = GetComponent<Light>();

        GemTitle = GameObject.Find("GUI Text");															//Lien avec le GUIText de la scène

        //Initialisation des statuts
        GemPartEmitter.emit = false;																	//Dissimulation des particules
        GemTitle.guiText.enabled = false;																//Dissimulation du texte

        MyPart = (ParticleSystem) Instantiate(test);
        ChangeMode = false;
    }
开发者ID:BenjaminDo,项目名称:Enclave,代码行数:28,代码来源:GeneralGemstone.cs


示例10: Start

 void Start()
 {
     myLight = GetComponentInChildren<Light>();
     particles = GetComponentInChildren<ParticleSystem>();
     particles.enableEmission = true;
     myLight.intensity = 2;
 }
开发者ID:Gotyn,项目名称:WHICH,代码行数:7,代码来源:LightPost.cs


示例11: Start

 // Use this for initialization
 void Start()
 {
     // set animation
     this.animation = GetComponent<Animation> ();
     // set fire ligth
     this.fireLigth = this.effects.GetComponent<Light> ();
 }
开发者ID:leds-guarapari,项目名称:terravermelha,代码行数:8,代码来源:AnimationFPSControllerScript.cs


示例12: Start

    // Use this for initialization
    void Start()
    {
        contadorNiveles = contadorNiveles - 1;
        l = GetComponentInChildren<Light>();
        Nivel = this.gameObject;
        nivel -= 1;
        l.enabled = false;
        levelPanel = Instantiate(levelInfoPrefab);
        levelPanel.transform.SetParent(canvas.transform, false);
        levelPanel.transform.position = new Vector3(transform.position.x, transform.position.x, transform.position.z);
        //levelPanel.GetComponentInChildren<Text>().text = Nivel.name;
        levelPanel.GetComponentInChildren<Text>().text = levelName;

        if(ruta){

            ruta.GetComponentsInChildren<LightSwitch>();
        }
        if(OneReset){
            for(i=0;i<cantidadNiveles;i++){

                completado[i] = false;
            }
            OneReset = false;
        }
    }
开发者ID:GearsOfTheSkyDevelopmentTeam,项目名称:Proyecto-FORMULA,代码行数:26,代码来源:LightSwitch.cs


示例13: SetPlayerIndex

    public void SetPlayerIndex(int networkId)
    {
        /*
        switch(networkId){
            case 1: playerIndex = 3;break;
            case 2: playerIndex = 1;break;
            case 3: playerIndex = 2;break;
        }
        */

        playerIndex = networkId;

        helmetLight = GetComponent<Light>();        //Calls the light component on the spotlight
        //Set the color of the interactable button both background light and particles to the correct user.
        switch (playerIndex){
            case 1:
                helmetLight.color = new Color(0.2F, 0.2F, 1, 1F); //blue
                nonFocusedHelmetLight.color = new Color(0.2F, 0.2F, 1, 1F); //blue
            break;
            case 2:
                helmetLight.color = new Color(1, 0.2F, 0.2F, 1F); //red
                nonFocusedHelmetLight.color = new Color(1, 0.2F, 0.2F, 1F); //red
            break;
            case 3:
                helmetLight.color = new Color(0.2F, 1, 0.2F, 1F); //green
                nonFocusedHelmetLight.color = new Color(0.2F, 1, 0.2F, 1F); //green
            break;
            default:
                Debug.Log("Invalid playerIndex");
            break;
            }
    }
开发者ID:Jalict,项目名称:MED5-PGP-P1,代码行数:32,代码来源:HelmetLightScript.cs


示例14: onFlightStart

    protected override void onFlightStart()
    {
        ping = gameObject.AddComponent<AudioSource>();
        WWW www = new WWW("file://" + KSPUtil.ApplicationRootPath.Replace("\\", "/") + "Parts/mumech_MuonDetector/ping.wav");
        if ((ping != null) && (www != null))
        {
            ping.clip = www.GetAudioClip(false);
            ping.volume = 0;
            ping.Stop();
        }

        disk = transform.Find("model/disk");
        if (disk != null)
        {
            MIN_PING_DIST = 150000;
            MIN_PING_TIME = 0.2;
            MAX_PING_TIME = 15;

            led = transform.Find("model/led");
            originalLensShader = led.renderer.material.shader;
            pingLight = led.gameObject.AddComponent<Light>();
            pingLight.type = LightType.Point;
            pingLight.renderMode = LightRenderMode.ForcePixel;
            pingLight.shadows = LightShadows.None;
            pingLight.range = 1;
            pingLight.enabled = false;
        }

        RenderingManager.AddToPostDrawQueue(3, new Callback(drawGUI));
    }
开发者ID:Majiir,项目名称:MuMechLib,代码行数:30,代码来源:MuonDetector.cs


示例15: Awake

	/// <summary>
	/// 
	/// </summary>
	void Awake()
	{

		m_Transform = transform;

		// the muzzleflash is meant to use the 'Particles/Additive'
		// (unity default) shader which has the 'TintColor' property
		m_Color = renderer.material.GetColor("_TintColor");
		m_Color.a = 0.0f;

		m_ForceShow = false;

		// if a light is present in the prefab we will cache and use it
		m_Light = light;
		if (m_Light != null)
		{
			m_LightIntensity = m_Light.intensity;
			m_Light.intensity = 0.0f;
		}

		m_Renderer = renderer;
		if (m_Renderer != null)
			m_Material = renderer.material;

	}
开发者ID:Barthuc,项目名称:ProjectLevelDesign,代码行数:28,代码来源:vp_MuzzleFlash.cs


示例16: _UpdateColor

    private static void _UpdateColor(Light obj, LightPropertyType pType, float val)
    {
        Color c = obj.color;

        switch(pType) {
        case LightPropertyType.Color_R:
            c.r = val;
        break;
        case LightPropertyType.Color_G:
            c.g = val;
        break;
        case LightPropertyType.Color_B:
            c.b = val;
        break;
        case LightPropertyType.Color_RGB:
            c.r = val;
            c.g = val;
            c.b = val;
        break;
        case LightPropertyType.Color_A:
            c.a = val;
        break;
        }
        obj.color = c;
    }
开发者ID:8monolith8,项目名称:fuze-vj-kit,代码行数:25,代码来源:VJLightPropertyHelper.cs


示例17: Add

        /// <summary>
        /// 增加一条数据
        /// </summary>
        public void Add(Light.Model.marriageimageinfo model)
        {
            StringBuilder strSql=new StringBuilder();
            strSql.Append("insert into marriageimageinfo(");
            strSql.Append("id,url,marriageid,createman,createtime");
            strSql.Append(") values (");
            strSql.Append("@id,@url,@marriageid,@createman,@createtime");
            strSql.Append(") ");

            MySqlParameter[] parameters = {
                        new MySqlParameter("@id", MySqlDbType.Int32,10) ,
                        new MySqlParameter("@url", MySqlDbType.VarChar,500) ,
                        new MySqlParameter("@marriageid", MySqlDbType.Int32,10) ,
                        new MySqlParameter("@createman", MySqlDbType.Int32,10) ,
                        new MySqlParameter("@createtime", MySqlDbType.DateTime)

            };

            parameters[0].Value = model.id;
            parameters[1].Value = model.url;
            parameters[2].Value = model.marriageid;
            parameters[3].Value = model.createman;
            parameters[4].Value = model.createtime;
                        DbHelperMySQL.ExecuteSql(strSql.ToString(),parameters);
        }
开发者ID:seven7610,项目名称:light,代码行数:28,代码来源:marriageimageinfo.cs


示例18: _UpdateColorRelative

    private static void _UpdateColorRelative(Light obj, LightPropertyType pType, float val)
    {
        Color c = obj.color;

        switch(pType) {
        case LightPropertyType.Color_R_Relative:
            c.r = Mathf.Clamp01(c.r + val);
        break;
        case LightPropertyType.Color_G_Relative:
            c.g = Mathf.Clamp01(c.g + val);
        break;
        case LightPropertyType.Color_B_Relative:
            c.b = Mathf.Clamp01(c.b + val);
        break;
        case LightPropertyType.Color_RGB_Relative:
            c.r = Mathf.Clamp01(c.r + val);
            c.g = Mathf.Clamp01(c.g + val);
            c.b = Mathf.Clamp01(c.b + val);
        break;
        case LightPropertyType.Color_A_Relative:
            c.a = Mathf.Clamp01(c.a + val);
        break;
        }
        obj.color = c;
    }
开发者ID:8monolith8,项目名称:fuze-vj-kit,代码行数:25,代码来源:VJLightPropertyHelper.cs


示例19: CreateFlare

    private void CreateFlare() {
        Light[] lights = gameObject.GetComponentsInChildren<Light>();
        Arguments.ValidateNotNullOrEmpty<Light>(lights);

        int lightCount = lights.Length;
        if (lightCount == 1) {
            // there is only the primary light attached, so I need to create another for the flare
            // avoid getting the flareLight prefab with Resources.Load("Lights/FlareLight")
            _flareLight = Instantiate<Light>(UsefulPrefabs.Instance.flareLight);
            //_flareLight.transform.parent = _transform;
            UnityUtility.AttachChildToParent(_flareLight.gameObject, _transform.gameObject);
            //float radiusOfStar = (gameObject.GetSafeMonoBehaviourComponentInParents<Star>().collider as SphereCollider).radius;
            float radiusOfStar = (gameObject.GetSafeMonoBehaviourComponentInParents<StarView>().collider as SphereCollider).radius;
            Vector3 flareLightLocationBehindStar = Vector3.forward * (radiusOfStar + 2F);
            _flareLight.transform.localPosition = flareLightLocationBehindStar;
        }
        else if (lightCount == 2) {
            _flareLight = lights[1];
        }
        else {
            D.Warn("There are more lights attached than needed: {0}".Inject(lightCount));
            _flareLight = lights[1];
        }
        _flareLight.range = Constants.ZeroF;
        _flareLight.flare = flares[rng.Next(flares.Length)];
        _originalIntensity = _flareLight.intensity;
    }
开发者ID:Maxii,项目名称:UnityEntry,代码行数:27,代码来源:StarFlare.cs


示例20: Start

    protected void Start()
    {
        lightComponent = GetComponent<Light>();
        lightIntensity = lightComponent.intensity;

        lightComponent.enabled = (TOD_Sky.Instance.Components.Weather.Weather == type);
    }
开发者ID:Drenerdo,项目名称:projectspark,代码行数:7,代码来源:LightAtWeather.cs



注:本文中的Light类示例整理自Github/MSDocs等源码及文档管理平台,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。


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