Example #1
0
        private void LoadGameTextures()
        {
            MapTexture = new Texture2D(mapSize, mapSize, TextureFormat.ARGB32, false, true);

            TextureLoadParams textureLoadParams = new TextureLoadParams()
            {
                makeNoLongerReadable = false
            };

            for (int i = 0; i < tileCount; i++)
            {
                // Offset
                int y = ((i / tileEdge) + 1) * texSize,
                    x = (i % tileEdge) * texSize;

                string name    = "radar" + ((i < 10) ? "0" : "") + i;
                var    texDict = TextureDictionary.Load(name);

                Texture2D tex = texDict.GetDiffuse(name, textureLoadParams).Texture;

                for (int ii = 0; ii < texSize; ++ii)
                {
                    for (int jj = 0; jj < texSize; ++jj)
                    {
                        MapTexture.SetPixel(x + ii, texSize - (y + jj) - 1, tex.GetPixel(ii, jj));
                    }
                }

                // unload the texture (don't destroy it, because it can be a dummy texture)
            }

            MapTexture.Apply(false, true);

            var huds = TextureDictionary.Load("hud");

            NorthBlip         = huds.GetDiffuse("radar_north").Texture;
            PlayerBlip        = huds.GetDiffuse("radar_centre").Texture;
            WaypointTexture   = huds.GetDiffuse("radar_waypoint").Texture;
            VehicleTexture    = huds.GetDiffuse("radar_impound").Texture;
            GreenHouseTexture = huds.GetDiffuse("radar_propertyG").Texture;

            northImage.sprite   = Sprite.Create(NorthBlip, new Rect(0, 0, NorthBlip.width, NorthBlip.height), new Vector2(NorthBlip.width, NorthBlip.height) / 2);
            playerImage.texture = this.PlayerBlip;
            mapImage.texture    = MapTexture;
        }
Example #2
0
        void LoadMapTexture()
        {
            MapTexture = new Texture2D(mapSize, mapSize, TextureFormat.ARGB32, false, true);

            if (Config.Get <bool>("skip_minimap_load"))
            {
                return;
            }

            TextureLoadParams textureLoadParams = new TextureLoadParams()
            {
                makeNoLongerReadable = false
            };

            for (int i = 0; i < tileCount; i++)
            {
                // Offset
                int y = ((i / tileEdge) + 1) * texSize,
                    x = (i % tileEdge) * texSize;

                string name    = "radar" + ((i < 10) ? "0" : "") + i;
                var    texDict = TextureDictionary.Load(name);

                Texture2D tex = texDict.GetDiffuse(name, textureLoadParams).Texture;

                for (int ii = 0; ii < texSize; ++ii)
                {
                    for (int jj = 0; jj < texSize; ++jj)
                    {
                        MapTexture.SetPixel(x + ii, texSize - (y + jj) - 1, tex.GetPixel(ii, jj));
                    }
                }

                // unload the texture (don't destroy it, because it can be a dummy texture)
            }

            MapTexture.Apply(false, true);
        }