Game.Prefabs.IColorInfomode
Assembly: Assembly-CSharp
Namespace: Game.Prefabs
Type: Interface
Base: —
Summary:
Interface that exposes a read-only UnityEngine.Color property named color
. Typically implemented by prefabs or components that provide a color for an "info mode" (visual overlays, legend colors, UI indicators, etc.). The property returns a UnityEngine.Color value and is intended for read-only consumption by rendering or UI code.
Fields
- (none)
This interface declares no backing fields. Implementations may store color data in serialized fields or computed properties.
Properties
public UnityEngine.Color color { get; }
Read-only color value provided by the implementer. The returned value is a UnityEngine.Color (RGBA floats). Implementations should decide whether the color is stored (e.g., serialized private field) or computed on demand.
Constructors
- (none)
Interfaces do not define constructors. Concrete types implementing this interface provide their own constructors or use Unity lifecycle initialization.
Methods
- (none)
This interface declares no methods beyond the property getter.
Usage Example
using UnityEngine;
using Game.Prefabs;
public class MyColorInfoMode : MonoBehaviour, IColorInfomode
{
[SerializeField] private Color m_Color = Color.white;
// IColorInfomode implementation
public Color color => m_Color;
}
// Accessing the color from another component
public class ColorConsumer : MonoBehaviour
{
void Start()
{
var info = GetComponent<IColorInfomode>();
if (info != null)
{
Color c = info.color;
// Use c for UI, overlays, etc.
}
}
}
{{ Notes: Use UnityEngine.Color (float components). If you need compact color storage, consider Color32 and convert to/from Color when implementing the interface. }}