Stores editor colors.
More...
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static int | ColorHash () |
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static Color | GetAreaColor (uint area) |
| Returns an color for an area, uses both user set ones and calculated. More...
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static Color | GetTagColor (uint tag) |
| Returns an color for a tag, uses both user set ones and calculated. More...
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static Color | BoundsHandles = new Color(0.29F, 0.454F, 0.741F, 0.9F) |
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static Color | ConnectionHighLerp = new Color(1, 0, 0, 0.5F) |
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static Color | ConnectionLowLerp = new Color(0, 1, 0, 0.5F) |
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static Color | MeshEdgeColor = new Color(0, 0, 0, 0.5F) |
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static Color | SolidColor = new Color(30/255f, 102/255f, 201/255f, 0.9F) |
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static Color | UnwalkableNode = new Color(1, 0, 0, 0.5F) |
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◆ AstarColor()
◆ ColorHash()
◆ GetAreaColor()
static Color GetAreaColor |
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uint |
area | ) |
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Returns an color for an area, uses both user set ones and calculated.
If the user has set a color for the area, it is used, but otherwise the color is calculated using AstarMath.IntToColor
- See also
- #RemappedAreaColors
◆ GetTagColor()
static Color GetTagColor |
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uint |
tag | ) |
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static |
Returns an color for a tag, uses both user set ones and calculated.
If the user has set a color for the tag, it is used, but otherwise the color is calculated using AstarMath.IntToColor
- See also
- AreaColors
◆ PushToStatic()
Pushes all local variables out to static ones.
This is done because that makes it so much easier to access the colors during Gizmo rendering and it has a positive performance impact as well (gizmo rendering is hot code). It is a bit ugly though, but oh well.
◆ _AreaColors
Holds user set area colors.
Use GetAreaColor to get an area color
◆ _BoundsHandles
◆ _ConnectionHighLerp
Color _ConnectionHighLerp |
◆ _ConnectionLowLerp
◆ _MeshEdgeColor
◆ _SolidColor
◆ _UnwalkableNode
◆ AreaColors
Color [] AreaColors = new Color[1] |
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◆ BoundsHandles
Color BoundsHandles = new Color(0.29F, 0.454F, 0.741F, 0.9F) |
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◆ ConnectionHighLerp
Color ConnectionHighLerp = new Color(1, 0, 0, 0.5F) |
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◆ ConnectionLowLerp
Color ConnectionLowLerp = new Color(0, 1, 0, 0.5F) |
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◆ MeshEdgeColor
Color MeshEdgeColor = new Color(0, 0, 0, 0.5F) |
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◆ SolidColor
Color SolidColor = new Color(30/255f, 102/255f, 201/255f, 0.9F) |
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◆ UnwalkableNode
Color UnwalkableNode = new Color(1, 0, 0, 0.5F) |
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The documentation for this class was generated from the following file:
- /Users/arong/Unity/a-pathfinding-project/Assets/AstarPathfindingProject/Core/astarclasses.cs