// Update all filter data to show on conv operation canvas private void UpdateFilters() { // Load sprites from conv1 or conv2 filters depending on layer name Sprite[] filterSprites = spriteLoader.GetFilterSprites(selectedLayer.GetLayerName()); // number of filter/fms // length of array with filters = number of filters/fms int filterLength = filterSprites.Length; if (filterLength < 2) { Debug.Log("CanvasController - UpdateFilters(): No filter sprites loaded"); return; } // Set text for number of filters on canvas filterNum.text = filterLength.ToString() + " Filter"; // Add loaded sprites from resources to buttons on canvas if (filterBtns.Length > 0) { for (int i = 0; i < filterLength; i++) { filterBtns[i].image.sprite = filterSprites[i]; filterBtns[i].gameObject.SetActive(true); } // If there are more Buttons than sprites set remaining buttons to inactive if (filterBtns.Length > filterLength) { for (int i = filterLength; i < filterBtns.Length; i++) { filterBtns[i].gameObject.SetActive(false); } } } }