public void SetFighterSkin(FighterSkinData skinData) { Sprite newSprite; foreach (FighterSpriteAttachment attachment in spriteAttachments) { if (skinData.ContainsKey (attachment.type)) { newSprite = Resources.Load ("Sprites/UnitSprites/" + attachment.type.ToString() + "/" + skinData[attachment.type].ToString(), typeof(Sprite)) as Sprite; attachment.GetComponent <SpriteRenderer> ().sprite = newSprite; } } }
public void SetFighterSkin(FighterSkinData skinData) { Sprite newSprite; foreach (FighterSpriteAttachment attachment in spriteAttachments) { if (skinData.ContainsKey(attachment.type)) { newSprite = Resources.Load("Sprites/UnitSprites/" + attachment.type.ToString() + "/" + skinData[attachment.type].ToString(), typeof(Sprite)) as Sprite; attachment.GetComponent <SpriteRenderer> ().sprite = newSprite; } } }
public void SetFighterSkin(FighterSkinData skinData) { fighterSprite.SetFighterSkin(skinData); }
public void SetSprite(FighterSkinData skinData) { //troopSprite.SetFighterSkin(skinData); }
public void SetSprite(FighterSkinData skinData) { // TODO building sprite everytime feels really slow, refactor later troopSprite.SetFighterSkin(skinData); }
public void SetFighterSkin(FighterSkinData skinData) { fighterSprite.SetFighterSkin (skinData); }