public SpriteRenderer GetLine(LineOption option, LineColour colour) { Sprite sprite = null; switch (option) { case LineOption.HalfLine: sprite = _spriteCache.GetSprite(String.Format("halfLine{0}", Enum.GetName(typeof(LineColour), colour))); break; case LineOption.FullLine: sprite = _spriteCache.GetSprite(String.Format("fullLine{0}", Enum.GetName(typeof(LineColour), colour))); break; default: throw new ArgumentOutOfRangeException(); } var spriteRendererObj = new GameObject(); spriteRendererObj.AddComponent <SpriteRenderer>(); var spriteRenderer = spriteRendererObj.GetComponent <SpriteRenderer>(); spriteRenderer.sprite = sprite; return(spriteRenderer); }
public CirclePrefab GetPrefab(string circleName, string extra) { var resource = Resources.Load <CirclePrefab>("Circle"); var prefab = UnityEngine.Object.Instantiate(resource); prefab.Renderer.sprite = _spriteCache.GetSprite(String.Format("{0}{1}Circle", circleName, extra)); return(prefab); }
public MazeCellPrefab GetPrefab(Direction flag) { var resource = Resources.Load <MazeCellPrefab>("MazeCell"); var prefab = UnityEngine.Object.Instantiate(resource); var cellInformation = _cellInformationLoader.LoadCellSpriteNames(flag); prefab.background.sprite = _spriteCache.GetSprite(cellInformation.Background); if (cellInformation.Up != null) { prefab.up.sprite = _spriteCache.GetSprite(cellInformation.Up); } if (cellInformation.Down != null) { prefab.down.sprite = _spriteCache.GetSprite(cellInformation.Down); } return(prefab); }