// Use this for initialization void Start() { isPaused = false; anim = GetComponent <Animator>(); myRigidbody = GetComponent <Rigidbody2D>(); PlayerSprite = GetComponent <SpriteRenderer>(); print("Player prefs cabelo estilo: " + PlayerPrefs.GetInt("HairStyle")); print("Player prefs cabelo cor: " + PlayerPrefs.GetInt("HairColor")); print("Player prefs olhos cor: " + PlayerPrefs.GetInt("EyesColor")); print("Player prefs corpo cor: " + PlayerPrefs.GetInt("BodyColor")); print("Player prefs camisola cor: " + PlayerPrefs.GetInt("ShirtColor")); print("Player prefs calças cor: " + PlayerPrefs.GetInt("PantsColor")); switch (PlayerPrefs.GetString("Sexo")) { case "M": anim.SetBool("isMale", true); print("entrou gajo"); Hair1 = Resources.Load <Sprite>("Sprites/Characters/Boy/Boy_hair1_spritesheet"); Hair2 = Resources.Load <Sprite>("Sprites/Characters/Boy/Boy_hair2_spritesheet"); Hair3 = Resources.Load <Sprite>("Sprites/Characters/Boy/Boy_hair3_spritesheet"); break; case "F": anim.SetBool("isMale", false); print("entrou gaja"); Hair1 = Resources.Load <Sprite>("Sprites/Characters/Girl/Sprites/Girl_template"); break; } anim.SetInteger("HairStyle", PlayerPrefs.GetInt("HairStyle")); switch (PlayerPrefs.GetInt("HairStyle")) { case 1: PlayerSprite.sprite = Hair1; break; case 2: PlayerSprite.sprite = Hair2; break; case 3: PlayerSprite.sprite = Hair3; break; } SwapColor ColorSwapper = GetComponent <SwapColor>(); ColorSwapper.SwapHairColor(PlayerPrefs.GetInt("HairColor")); ColorSwapper.SwapEyesColor(PlayerPrefs.GetInt("EyesColor")); ColorSwapper.SwapBodyColor(PlayerPrefs.GetInt("BodyColor")); ColorSwapper.SwapShirtColor(PlayerPrefs.GetInt("ShirtColor")); ColorSwapper.SwapPantsColor(PlayerPrefs.GetInt("PantsColor")); ColorSwapper.SwapShoesColor(PlayerPrefs.GetInt("ShoesColor")); }
void Update() { if (!SwapColor.AreColorsEqual(oldColor, newColor)) { GC.Collect(); var stopwatch = Stopwatch.StartNew(); UpdateTextureColor(); stopwatch.Stop(); benchmarkSpeed.text = stopwatch.ElapsedMilliseconds + "ms\nGetRawTextureData+Jobs+Burst (Best)"; } }
void UpdateTextureColor() { var cubeArray = _cubeTexture.GetRawTextureData <Color32>(); var colorToUpdate = oldColor; // We update this before starting the slow loop so that on the next frame we don't start another one oldColor = newColor; var job = new SwapColor() { cubeArray = cubeArray, colorToUpdate = colorToUpdate, newColor = newColor }; // Split the cubeArray into chunks of 128 pixels and distribute it to all the threads for processing JobHandle handle = job.Schedule(cubeArray.Length, 128); JobHandle.ScheduleBatchedJobs(); // Start running (all) our previously scheduled jobs handle.Complete(); // Wait on the main thread fot this job to complete // Send the newly modified texture to the GPU _cubeTexture.Apply(); }
// Use this for initialization void Start() { PlayerSprite = GetComponent <SpriteRenderer>(); print("Player prefs cabelo estilo: " + PlayerPrefs.GetInt("HairStyle")); print("Player prefs cabelo cor: " + PlayerPrefs.GetInt("HairColor")); print("Player prefs olhos cor: " + PlayerPrefs.GetInt("EyesColor")); print("Player prefs corpo cor: " + PlayerPrefs.GetInt("BodyColor")); print("Player prefs camisola cor: " + PlayerPrefs.GetInt("ShirtColor")); print("Player prefs calças cor: " + PlayerPrefs.GetInt("PantsColor")); Hair1 = Resources.Load <Sprite>("Sprites/Characters/Boy/Boy_hair1_spritesheet"); Hair2 = Resources.Load <Sprite>("Sprites/Characters/Boy/Boy_hair2_spritesheet"); Hair3 = Resources.Load <Sprite>("Sprites/Characters/Boy/Boy_hair3_spritesheet"); switch (PlayerPrefs.GetInt("HairStyle")) { case 1: PlayerSprite.sprite = Hair1; break; case 2: PlayerSprite.sprite = Hair2; break; case 3: PlayerSprite.sprite = Hair3; break; } SwapColor ColorSwapper = GetComponent <SwapColor>(); ColorSwapper.SwapHairColor(PlayerPrefs.GetInt("HairColor")); ColorSwapper.SwapEyesColor(PlayerPrefs.GetInt("EyesColor")); ColorSwapper.SwapBodyColor(PlayerPrefs.GetInt("BodyColor")); ColorSwapper.SwapShirtColor(PlayerPrefs.GetInt("ShirtColor")); ColorSwapper.SwapPantsColor(PlayerPrefs.GetInt("PantsColor")); ColorSwapper.SwapShoesColor(PlayerPrefs.GetInt("ShoesColor")); }