/// <summary> /// Draws a <see cref="GenericImage{T}"/> on to a <see cref="Texture2D"/> texture. /// </summary> /// <param name="texture">A reference to a <see cref="Texture2D"/> type.</param> /// <param name="sourceImage">A reference to the <see cref="GenericImage{T}"/> that will be drawn.</param> /// <param name="x">The x position where the <see cref="sourceImage"/> will be drawn.</param> /// <param name="y">The y position where the <see cref="sourceImage"/> will be drawn.</param> /// <param name="sourceX">The source x position within <see cref="sourceImage"/>.</param> /// <param name="sourceY">The source y position within <see cref="sourceImage"/>.</param> /// <param name="sourceWidth">The source width within the <see cref="sourceImage"/>.</param> /// <param name="sourceHeight">The source height within the <see cref="sourceImage"/>.</param> /// <param name="flipHorizontally">If true will flip the <see cref="sourceImage"/> horizontally before drawing.</param> /// <param name="flipVertically">If true will flip the <see cref="sourceImage"/> vertically before drawing.</param> public static void Draw(this Texture2D texture, GenericImage<Color> sourceImage, int x, int y, int sourceX, int sourceY, int sourceWidth, int sourceHeight, bool flipHorizontally, bool flipVertically) { var textureRectangle = new Rect(0, 0, texture.width, texture.height); var sourceRectangle = new Rect(x, y, sourceWidth, sourceHeight); var intersect = textureRectangle.Intersect(sourceRectangle); if (!intersect.Intersects(new Rect(0, 0, sourceImage.Width, sourceImage.Height))) { return; } var tempImage = new GenericImage<Color>((int)intersect.width, (int)intersect.height); tempImage.Draw(sourceImage, 0, 0, sourceX, sourceY, tempImage.Width, tempImage.Height, (source, blendWith) => blendWith); if (flipHorizontally) { tempImage.FlipHorizontally(); } if (flipVertically) { tempImage.FlipVertically(); } var colors = tempImage.ToUnityColorArray(); texture.SetPixels(x, y, (int)intersect.width, (int)intersect.height, colors); texture.Apply(); }