private void Start() { for (int i = 0; i < RawTextureArray.Length - 3; i += 4) { Texture4 tempTexture4 = new Texture4(); tempTexture4.east = RawTextureArray[i]; tempTexture4.west = RawTextureArray[i + 1]; tempTexture4.south = RawTextureArray[i + 2]; tempTexture4.north = RawTextureArray[i + 3]; TextureDictionary.Add(characterName[i / 4], tempTexture4); } World.DefaultGameObjectInjectionWorld.GetExistingSystem <SCharacterApperanceModule>().appearanceDictionary = this; }
public void SetApperanceTextureJob() { Entities.ForEach((CCharacterAppearance characterAppearance, CCharacterBasicModule characterBasic) => { if (characterAppearance.TextureSetFlag) { Texture4 texture4 = appearanceDictionary.TextureDictionary[characterBasic.Name]; characterAppearance.east = texture4.east; characterAppearance.west = texture4.west; characterAppearance.south = texture4.south; characterAppearance.north = texture4.north; characterAppearance.TextureSetFlag = false; } }); }
private static void OnClose() { System.Media.SoundPlayer sh = new System.Media.SoundPlayer(@"C:\Users\DariusziElżbieta\Documents\3D_Rectangles\DDD\bin\Debug\shot.wav"); sh.Play(); Thread.Sleep(600); cube.Dispose(); cubeUV.Dispose(); cubeElements.Dispose(); cubeNormals.Dispose(); Texture1.Dispose(); Texture2.Dispose(); Texture3.Dispose(); Texture4.Dispose(); program.Dispose(); }