static int _m_GetPixel(RealStatePtr L)
        {
            try {
                ObjectTranslator translator = ObjectTranslatorPool.Instance.Find(L);


                UnityEngine.Texture2D gen_to_be_invoked = (UnityEngine.Texture2D)translator.FastGetCSObj(L, 1);



                {
                    int _x = LuaAPI.xlua_tointeger(L, 2);
                    int _y = LuaAPI.xlua_tointeger(L, 3);

                    UnityEngine.Color gen_ret = gen_to_be_invoked.GetPixel(_x, _y);
                    translator.PushUnityEngineColor(L, gen_ret);



                    return(1);
                }
            } catch (System.Exception gen_e) {
                return(LuaAPI.luaL_error(L, "c# exception:" + gen_e));
            }
        }
Example #2
0
        public Pixel[,] getPixelArray()
        {
            //We will work on the "pixels" array
            if (font == null)
            {
                UnityEngine.Debug.LogError("[kOS-Editor->VGA->getPixelArray()] Font is null!");
                return(pixels);
            }
            //We will go through every character:
            for (int x = 0; x <= 76 - 1; x++)
            {
                for (int y = 0; y <= 76 - 1; y++)
                {
                    Glyph c = chars[x, y];
                    //Indexes in the font texture:
                    int fontIndexX = 0;
                    int fontIndexY = 0;

                    //Get these:
                    fontIndexX = c.index % 76;
                    fontIndexY = (c.index - fontIndexX) / 76;

                    //Now we will draw every single pixel
                    //of the character, setting color depending
                    //on the color of the font

                    for (int oX = 0; oX < 10; oX++)
                    {
                        for (int oY = 0; oY < 10; oY++)
                        {
                            //Sample from font: (OMG I'm dumb GetPixel returns floats T_T)
                            if (font.GetPixel(fontIndexX + oX, fontIndexY + oY).r >= 0.3)
                            {
                                //White pixel:
                                pixels[(x * 10) + oX, (y * 10) + oY] = new Pixel(chars[x, y].color);
                            }
                            else
                            {
                                //Black pixel:
                                pixels[(x * 10) + oX, (y * 10) + oY] = new Pixel(chars[x, y].bColor);
                            }
                        }
                    }
                }
            }

            return(pixels);
        }
Example #3
0
 public override Color GetPixel(int x, int y)
 {
     return((Color)unityTexture.GetPixel(x, y));
 }