Example #1
0
    public void SaveTexture(PaintableObject paintableObject)
    {
        brushCursor.SetActive(false);

        baseMaterial.mainTexture = paintableObject.GetCanvas();

        canvasCam.targetTexture = paintableObject.GetBaseTex();
        canvasCam.Render();

        baseMaterial.mainTexture = paintableObject.GetBaseTex();

        Transform brushContainer = paintableObject.GetBrushContainer();
        Transform brushes        = brushContainer.GetChild(0);
        Transform drips          = brushContainer.GetChild(1);

        while (brushes.childCount > 0)
        {
            dotPool.FreeDot(brushes.GetChild(0).gameObject);
        }
        for (int i = 0; i < drips.childCount - 1; i++)
        {
            GameObject.Destroy(drips.GetChild(i).gameObject);
        }

        ShowCursor();
    }
Example #2
0
    public void RenderCanvas(PaintableObject paintableObject, bool withCursor)
    {
        brushCursor.SetActive(false);

        Transform brushContainer = paintableObject.GetBrushContainer();

        brushContainer.gameObject.SetActive(true);

        baseMaterial.mainTexture = paintableObject.GetBaseTex();

        canvasCam.targetTexture = paintableObject.GetCanvas();
        canvasCam.Render();
        brushContainer.gameObject.SetActive(false);

        if (withCursor)
        {
            brushCursor.SetActive(true);
            baseMaterial.mainTexture = blackTex;
            canvasCam.targetTexture  = paintableObject.m_cursorTex;
            canvasCam.Render();
        }
        else
        {
            baseMaterial.mainTexture = blackTex;
            canvasCam.targetTexture  = paintableObject.m_cursorTex;
            canvasCam.Render();
        }
    }
Example #3
0
    public GameObject MakeDrip(PaintableObject paintableObject, Vector2 pos, float size)
    {
        GameObject newDrip;

        newDrip = GameObject.Instantiate(dripPrefab) as GameObject;
        SpriteRenderer rend = newDrip.GetComponentInChildren <SpriteRenderer>();

        rend.color        = brushColor;  //Set the brush color
        rend.sortingOrder = paintableObject.GetBrushContainer().GetChild(0).childCount;

        //brushColor.a = brushSize * 2.0f; // Brushes have alpha to have a merging effect when painted over.
        newDrip.transform.SetParent(paintableObject.GetBrushContainer().GetChild(1), false);
        //brushObj.transform.parent = paintableObject.GetBrushContainer(); //Add the brush to our container to be wiped later
        newDrip.transform.localPosition = new Vector3(pos.x, pos.y, 0);         //The position of the brush (in the UVMap)

        newDrip.transform.localScale = new Vector3(newDrip.transform.localScale.x * paintableObject.texScale.x,
                                                   newDrip.transform.localScale.y * paintableObject.texScale.y,
                                                   newDrip.transform.localScale.z);
        newDrip.transform.localScale *= size;

        return(newDrip);
    }
Example #4
0
    public GameObject MakeDot(PaintableObject paintableObject, Vector2 pos, float size)
    {
        GameObject brushObj;

        brushObj = dotPool.GetDot();          //Paint a brush
        SpriteRenderer rend = brushObj.GetComponent <SpriteRenderer>();

        rend.color        = brushColor;  //Set the brush color
        rend.sortingOrder = paintableObject.GetBrushContainer().GetChild(0).childCount;

        //brushColor.a = brushSize * 2.0f; // Brushes have alpha to have a merging effect when painted over.
        brushObj.transform.SetParent(paintableObject.GetBrushContainer().GetChild(0), false);
        //brushObj.transform.parent = paintableObject.GetBrushContainer(); //Add the brush to our container to be wiped later
        brushObj.transform.localPosition = new Vector3(pos.x, pos.y, 0);         //The position of the brush (in the UVMap)

        brushObj.transform.localScale = new Vector3(brushObj.transform.localScale.x * paintableObject.texScale.x,
                                                    brushObj.transform.localScale.y * paintableObject.texScale.y,
                                                    brushObj.transform.localScale.z);
        brushObj.transform.localScale *= size;

        return(brushObj);
    }