/// <summary> /// Gets the sprite used for the given type /// </summary> public static Sprite GetSprite(BlockType type) { Texture2D texture = GenerateTexture.CreateRandomTexture(GenerateTexture.GetAvailableColors(GenerateTexture.GetPallete(type)), 10, 10); return(Sprite.Create(texture, new Rect(0, 0, texture.width, texture.height), new Vector2(0.5f, 0.5f), Mathf.Max(new int[2] { texture.height, texture.width }))); }
// Use this for initialization public void Initialize() { palleteColors = GenerateTexture.GetAvailableColors(color); render = gameObject.GetComponent <SpriteRenderer> (); Texture2D texture = GenerateTexture.CreateRandomTexture(palleteColors, textureSize, textureSize); render.sprite = Sprite.Create(texture, new Rect(0, 1, texture.width, texture.height), new Vector2(0.5f, 0.5f), Mathf.Max(new int[2] { texture.width, texture.height })); }
public void SetColor(GenerateTexture.PalleteType color) { this.color = color; palleteColors = GenerateTexture.GetAvailableColors(color); render.sprite.texture.SetPixels(GenerateTexture.CreateRandomTexture(palleteColors, textureSize, textureSize).GetPixels()); render.sprite.texture.Apply(); if (color == GenerateTexture.PalleteType.sand || color == GenerateTexture.PalleteType.grey) { flowingTexture = false; } else { flowingTexture = true; } }