/// <summary>Following the settings in the Skin fields, load sprites into an UI atlas. /// Longer list of atlas keys can be loaded into one atlas.</summary> /// <param name="loadingPath">Path inside Resources. directory (dot separated).</param> /// <param name="spriteWidth">When loading assume this width.</param> /// <param name="spriteHeight">When loading assume this height.</param> /// <param name="hintAtlasTextureSize">Square atlas of this size is created.</param> /// <param name="atlasKeyset">List of atlas keys to load under the loadingPath. Created by /// calling CreateAtlasKeysList() on a ButtonSkin.</param> /// <returns>New UI atlas.</returns> public UITextureAtlas CreateAtlas(string loadingPath, int spriteWidth, int spriteHeight, int hintAtlasTextureSize, HashSet <string> atlasKeyset) { return(TextureUtil.CreateAtlas( atlasName: $"TMPE_U_{Prefix}_Atlas", resourcePrefix: loadingPath, spriteNames: atlasKeyset.ToArray(), spriteWidth: spriteWidth, spriteHeight: spriteHeight, hintAtlasTextureSize: hintAtlasTextureSize)); }
/// <summary>Following the settings in the Skin fields, load sprites into an UI atlas. /// Longer list of atlas keys can be loaded into one atlas.</summary> /// <param name="loadingPath">Path inside Resources. directory (dot separated).</param> /// <param name="spriteWidth">When loading assume this width.</param> /// <param name="spriteHeight">When loading assume this height.</param> /// <param name="hintAtlasTextureSize">Square atlas of this size is created.</param> /// <param name="atlasKeyset">List of atlas keys to load under the loadingPath. Created by /// calling CreateAtlasKeysList() on a ButtonSkin.</param> /// <returns>New UI atlas.</returns> public UITextureAtlas CreateAtlas(string loadingPath, int spriteWidth, int spriteHeight, int hintAtlasTextureSize, HashSet <string> atlasKeyset) { return(TextureUtil.CreateAtlas( $"TMPE_U_{Prefix}_Atlas", loadingPath, atlasKeyset.ToArray(), spriteWidth, spriteHeight, hintAtlasTextureSize)); }