Example #1
0
    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;
            }
        }
    }
Example #2
0
    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;
            }
        }
    }
Example #3
0
 public void SetFighterSkin(FighterSkinData skinData)
 {
     fighterSprite.SetFighterSkin(skinData);
 }
Example #4
0
 public void SetSprite(FighterSkinData skinData)
 {
     //troopSprite.SetFighterSkin(skinData);
 }
Example #5
0
 public void SetSprite(FighterSkinData skinData)
 {
     // TODO building sprite everytime feels really slow, refactor later
     troopSprite.SetFighterSkin(skinData);
 }
Example #6
0
 public void SetFighterSkin(FighterSkinData skinData)
 {
     fighterSprite.SetFighterSkin (skinData);
 }
Example #7
0
 public void SetSprite(FighterSkinData skinData)
 {
     // TODO building sprite everytime feels really slow, refactor later
     troopSprite.SetFighterSkin(skinData);
 }