예제 #1
0
    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>();
    }
예제 #2
0
    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>();
    }
예제 #3
0
        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;
        }
예제 #4
0
    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();
    }