예제 #1
0
    private void ReloadAll()
    {
        //
        string _folderName = "Json";

        // TODO: 컨테이너 정리 필요
        stages.Clear();

        //
        foreach (string textAssetName in Utility.GetFileNamesAtPath("Patches/" + _folderName))
        {
            var ta     = Utility.LoadPatches <TextAsset>(_folderName + "/" + textAssetName);
            var parsed = Utility.ParseJSONfromTextAsset(ta);

            foreach (var jStage in parsed)
            {
                //
                var resStage = new ResourceStage(jStage);
                stages.Add(resStage.id, resStage);
            }

            //
            Resources.UnloadAsset(ta);
            Debug.Log(textAssetName + " : " + parsed.Count);
        }
    }
예제 #2
0
    public void RefreshPallete(ResourceStage resStage)
    {
        if (resStage == null)
        {
            return;
        }

        runtimePalette.Initialize(resStage);
        UIPalette.SetActive(true);
    }
예제 #3
0
    public void Initialize(ResourceStage resStage)
    {
        //
        gameObject.SetActive(false);

        // change these next three variables to whatever you want!!!
        drawcolor = Color.red;
        brushSize = 6;
        eraseSize = 20;

        //copy our original into our new paintable image
        rasterizedTex2D         = VectorUtils.RenderSpriteToTexture2D(resStage.imgStage, 640, 640, matUnlitVector);
        rectTrans.sizeDelta     = new Vector2(640, 640);
        rectTrans.pivot         = Vector2.one * 0.5f;
        rectTrans.localPosition = Vector3.zero;

        //
        rawImg.texture = rasterizedTex2D;

        //
        gameObject.SetActive(true);
    }
예제 #4
0
 public void LoadFromBytes(ResourceStage resStage)
 {
     Initialize((int)resStage.imgStage.rect.width, (int)resStage.imgStage.rect.height);
     rasterizedTex2D.SetPixels32(resStage.imgStage.texture.GetPixels32());
     rasterizedTex2D.Apply();
 }
예제 #5
0
 //
 public void Initialize(ResourceStage resStage)
 {
     svg.sprite = resStage.imgStage;
 }