Elin Decompiled Documentation EA 23.285 Nightly
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ColorProfile.cs
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1using System;
2using UnityEngine;
3
5{
6 [Serializable]
7 public class ParticleColors
8 {
10
12
13 public Gradient blossomGradient;
14 }
15
16 [Serializable]
17 public class RarityColors
18 {
19 public Color colorC;
20
21 public Color colorR;
22
23 public Color colorSR;
24
26
27 public Color colorLE;
28
29 public float lightMod;
30 }
31
32 [Serializable]
33 public class BlockColors
34 {
35 public const int DefColor = 104025;
36
37 public const int DefColorInactive = -1214986;
38
39 public const int DefColorActive = -1173751;
40
41 public const int DefColorValid = -2747875;
42
43 public const int DefColorWarning = -2828814;
44
45 public Color _valid;
46
48
49 public Color _active;
50
52
54
56
58
60
61 public int Valid;
62
63 public int Warning;
64
65 public int Inactive;
66
67 public int Active;
68
69 public int ActiveOpacity;
70
71 public int InactiveOpacity;
72
73 public int Passive;
74
75 public int MapHighlight;
76
77 public void Init()
78 {
79 Valid = GetColor(ref _valid);
82 Active = GetColor(ref _active);
87 }
88
89 public int GetColor(ref Color c)
90 {
91 return -((int)(c.a * 10f) * 262144 + (int)(c.r * 64f) * 4096 + (int)(c.g * 64f) * 64 + (int)(c.b * 64f));
92 }
93 }
94
95 [Serializable]
96 public class TextColors
97 {
98 public Color damage;
99
101
103
105
107 }
108
109 [Serializable]
110 public class PCLights
111 {
113
115 }
116
118
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124
126
128
129 public Gradient gradientLVComparison;
130
132
134
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162
164
166
167 public void Init()
168 {
170 }
171
172 public Color GetRarityColor(int r, bool light = false)
173 {
175 Color result = rarityColors.colorC;
176 switch (r)
177 {
178 case 2:
179 result = rarityColors.colorR;
180 break;
181 case 3:
182 result = rarityColors.colorSR;
183 break;
184 case 4:
185 result = rarityColors.colorSSR;
186 break;
187 case 5:
188 result = rarityColors.colorLE;
189 break;
190 }
191 if (light)
192 {
193 result *= rarityColors.lightMod;
194 }
195 return result;
196 }
197
198 private void OnValidate()
199 {
200 if (Application.isPlaying && EClass.core.IsGameStarted)
201 {
203 }
204 }
205}
int GetColor(ref Color c)
Definition: ColorProfile.cs:89
SkinColorProfile Dark
BlockColors blockColors
UD_String_LightData lightColors
Color colorActWarnning
RarityColors rarityColors
SkinColorProfile Light
Color colorHostile
void OnValidate()
Color colorIngPredict
ParticleColors particleColors
Color colorBlood
Color colorDebuff
Color colorFriend
UD_String_Color elementColors
SkinColorProfile Skin
Color colorHostileAct
Color GetRarityColor(int r, bool light=false)
PCLights pcLights
Color colorIngReq
TextColors textColors
Color colorIngCost
UD_String_MatData matColors
Gradient gradientLVComparison
Color colorActCriticalWarning
bool IsGameStarted
Definition: Core.cs:84
Definition: EClass.cs:6
static Core core
Definition: EClass.cs:7
static Map _map
Definition: EClass.cs:19
void RefreshFOVAll()
Definition: Map.cs:949
static SkinColorProfile CurrentColors
Definition: SkinManager.cs:84
SkinRootStatic skinDark
Definition: SkinManager.cs:59
static SkinManager Instance
Definition: SkinManager.cs:78
SkinRootStatic skinLight
Definition: SkinManager.cs:57
SkinColorProfile _default
SkinColors colors