/// <summary> /// Resets the color of the tiles in a given position within the selected layers to White. /// The TintBrushSmooth overrides this to set the color of the Grid position to White. /// </summary> /// <param name="grid">Grid used for layout.</param> /// <param name="brushTarget">Target of the erase operation. By default the currently selected GameObject.</param> /// <param name="position">The coordinates of the cell to erase data from.</param> public override void Erase(GridLayout grid, GameObject brushTarget, Vector3Int position) { TintTextureGenerator generator = GetGenerator(grid); if (generator != null) { generator.SetColor(grid as Grid, position, Color.white); } }
/// <summary> /// Tints tiles into a given position within the selected layers. /// The TintBrushSmooth overrides this to set the color of the Grid position to tint it. /// </summary> /// <param name="grid">Grid used for layout.</param> /// <param name="brushTarget">Target of the paint operation. By default the currently selected GameObject.</param> /// <param name="position">The coordinates of the cell to paint data to.</param> public override void Paint(GridLayout grid, GameObject brushTarget, Vector3Int position) { TintTextureGenerator generator = GetGenerator(grid); if (generator != null) { var oldColor = generator.GetColor(grid as Grid, position); var blendColor = oldColor * (1 - m_Blend) + m_Color * m_Blend; generator.SetColor(grid as Grid, position, blendColor); } }
public override void Erase(GridLayout grid, GameObject brushTarget, Vector3Int position) { // Do not allow editing palettes if (brushTarget.layer == 31) return; TintTextureGenerator generator = GetGenerator(grid); if (generator != null) { generator.SetColor(grid as Grid, position, Color.white); } }
public override void Paint(GridLayout grid, UnityEngine.GameObject brushTarget, Vector3Int position) { // Do not allow editing palettes if (brushTarget.layer == 31) { return; } TintTextureGenerator generator = GetGenerator(grid); if (generator != null) { generator.SetColor(grid as Grid, position, m_Color); } }
/// <summary> /// Tints tiles into a given position within the selected layers. /// The TintBrushSmooth overrides this to set the color of the Grid position to tint it. /// </summary> /// <param name="gridLayout">Grid used for layout.</param> /// <param name="brushTarget">Target of the paint operation. By default the currently selected GameObject.</param> /// <param name="position">The coordinates of the cell to paint data to.</param> public override void Paint(GridLayout grid, GameObject brushTarget, Vector3Int position) { // Do not allow editing palettes if (brushTarget.layer == 31) { return; } TintTextureGenerator generator = GetGenerator(grid); if (generator != null) { var oldColor = generator.GetColor(grid as Grid, position); var blendColor = oldColor * (1 - m_Blend) + m_Color * m_Blend; generator.SetColor(grid as Grid, position, blendColor); } }