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Color32Serializable.cs
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using System;
using System.Collections;
using System.Collections.Generic;
using System.Runtime.Serialization;
using UnityEngine;
/// <summary>
/// Representation of RGBA colors in 32 bit format.
/// </summary>
namespace UnityLibrary
{
[Serializable]
public struct Color32Serializable : ISerializable
{
#region Parameters
/// <summary>
/// Th Red.
/// </summary>
public byte r;
/// <summary>
/// The Green.
/// </summary>
public byte g;
/// <summary>
/// The Blue.
/// </summary>
public byte b;
/// <summary>
/// The Alpha.
/// </summary>
public byte a;
#endregion
#region Constructors
/// <summary>
/// Initializes a new instance of the <see cref="ColorSerializable"/> struct.
/// </summary>
/// <param name="color">Color.</param>
public Color32Serializable(Color32 color) : this(color.r, color.g, color.b, color.a)
{
}
/// <summary>
/// Initializes a new instance of the <see cref="ColorSerializable"/> struct.
/// </summary>
/// <param name="r">The red component.</param>
/// <param name="g">The green component.</param>
/// <param name="b">The blue component.</param>
/// <param name="a">The alpha component.</param>
public Color32Serializable(byte r, byte g, byte b, byte a)
{
this.r = r;
this.g = g;
this.b = b;
this.a = a;
}
#endregion
#region Operators Overload
public static implicit operator Color32Serializable(Color32 color)
{
return new Color32Serializable(color);
}
public static implicit operator Color32(Color32Serializable color)
{
return new Color32(color.r, color.g, color.b, color.a);
}
#endregion
#region ISerializable implementation
public void GetObjectData(SerializationInfo info, StreamingContext context)
{
info.AddValue("r", this.r, typeof(byte));
info.AddValue("g", this.g, typeof(byte));
info.AddValue("b", this.b, typeof(byte));
info.AddValue("a", this.a, typeof(byte));
}
#endregion
}
}