private void Awake() { sprite = TextureColor32.Pooler.Instance.GetSprite(512, 512); sprite.SetPixelsPerUnit(512); sprite.Clear(Color.clear); sprite.mTexture.Apply(); drawing.sprite = sprite.uSprite; collider = drawing.GetComponent<Collider>(); }
private void Awake() { // create a 512x512 pixel canvas to draw on canvasSprite = TextureColor32.Pooler.Instance.GetSprite(512, 512); // tell unity that for every 512 pixels wide this sprite is, it should // be one world unit wide canvasSprite.SetPixelsPerUnit(512); // fill the sprite with transparent pixels canvasSprite.Clear(Color.clear); // update the real unity texture so that it can be displayed canvasSprite.mTexture.Apply(); // set the existing SpriteRenderer to use the newly created sprite drawing.sprite = canvasSprite.uSprite; collider = drawing.GetComponent<Collider>(); }
public void Awake() { if (this.DragObject is null) { this.DragObject = new ManagedSprite(); this.DragObject.Awake(); this.DragObject.Visible = false; } if (this.CursorObject is null) { this.CursorObject = (ManagedSprite)this.m_PartPrefab.Duplicate(); this.CursorObject.Awake(); } this.Initialised = true; }
private void SetupEditor() { SetupCommon(); hud.mode = HUD.Mode.Draw; borderSprite0 = TextureByte.Pooler.Instance.GetSprite(40, 40, IntVector2.one * 20); borderSprite1 = TextureByte.Pooler.Instance.GetSprite(40, 40, IntVector2.one * 20); brushSpriteD = new TextureByte(64, 64).FullSprite(IntVector2.one * 32); stampsp = new InstancePool<Stamp>(stampPrefab, stampParent); foreach (var sprite in testbrushes) { int width = (int) sprite.rect.width; int height = (int) sprite.rect.height; var tex = new TextureByte(width, height); tex.SetPixels(sprite.GetPixels().Select(c => ((Color32) c).a).ToArray()); tex.Apply(); stamps.Add(new Stamp { brush = tex.FullSprite(sprite.pivot), thumbnail = sprite, }); } stampsp.SetActive(stamps); SetStamp(stamps[0]); drawHUD.OnPaletteIndexSelected += i => RefreshBrushCursor(); { test = new TextureByte(128, 128); test.Clear(0); var pixels = costumeTexture.GetPixels32(); for (int i = 0; i < pixels.Length; ++i) { byte value = 0; if (pixels[i] == Color.white) value = 1; if (pixels[i] == Color.black) value = 2; test.pixels[i] = value; } test.Apply(); test.uTexture.name = "Costume Texture"; } //TestScripts(); }