// ------------------------------------------------------------------------------------------------------------------ private void GenerateAssets() { // generate all needed assets so that I do not need anything else but this script in the project folder textures = new Texture2D[2]; Color32 cBlack = new Color32(0, 0, 0, 255); Color32 cWhite = new Color32(255, 255, 255, 255); Color32 cGrey = new Color32(128, 128, 128, 255); // create the background textures[0] = new Texture2D(4, 4, TextureFormat.RGBA32, false); EdGameUtil.TextureFill(textures[0], cBlack); EdGameUtil.TextureRect(textures[0], cWhite, 0, 0, 3, 3); // create the cell/block texture textures[1] = new Texture2D(CellSize, CellSize, TextureFormat.RGBA32, false); EdGameUtil.TextureFill(textures[1], cWhite); EdGameUtil.TextureFillRect(textures[1], cGrey, CellSize / 2 - 2, CellSize / 2 - 2, 4, 4); EdGameUtil.TextureRect(textures[1], cGrey, 0, 0, CellSize - 1, CellSize - 1); // apply common texture settings foreach (Texture2D t in textures) { t.wrapMode = TextureWrapMode.Clamp; t.filterMode = FilterMode.Point; t.hideFlags = HideFlags.HideAndDontSave; } // create the styles backStyle = new GUIStyle() { border = new RectOffset(1, 1, 1, 1), normal = { background = textures[0] } }; }
// ------------------------------------------------------------------------------------------------------------------ private void GenerateAssets() { // generate all needed assets so that I do not need any texture resources in the project textures = new Texture2D[3]; Color32 cBlack = new Color32(0, 0, 0, 255); Color32 cWhite = new Color32(255, 255, 255, 255); Color32 cGrey = new Color32(128, 128, 128, 255); Color32 cTrans = new Color32(0, 0, 0, 0); // create the background textures[0] = new Texture2D(4, 4, TextureFormat.RGBA32, false); EdGameUtil.TextureFill(textures[0], cBlack); EdGameUtil.TextureRect(textures[0], cWhite, 0, 0, 3, 3); // create the cell/bubble texture textures[1] = new Texture2D(CellSize, CellSize, TextureFormat.RGBA32, false); EdGameUtil.TextureFill(textures[1], cTrans); EdGameUtil.TextureDrawCircleFilled(textures[1], cWhite, CellSizeHalf, CellSizeHalf, CellSizeHalf); EdGameUtil.TextureDrawCircle(textures[1], cGrey, CellSizeHalf, CellSizeHalf, CellSizeHalf); EdGameUtil.TextureDrawCircleFilled(textures[1], cGrey, CellSizeHalf, CellSizeHalf, CellSizeHalf / 3); // create indicator texture textures[2] = new Texture2D(CellSizeHalf, CellSize * 3, TextureFormat.RGBA32, false); EdGameUtil.TextureFill(textures[2], cTrans); EdGameUtil.TextureDrawVLine(textures[2], cGrey, textures[2].width / 2, 0, textures[2].height - 1); EdGameUtil.TextureDrawLine(textures[2], cGrey, textures[2].width / 2, 0, 0, textures[2].height / 4); EdGameUtil.TextureDrawLine(textures[2], cGrey, textures[2].width / 2, 0, textures[2].width - 1, textures[2].height / 4); // apply common texture settings foreach (Texture2D t in textures) { t.wrapMode = TextureWrapMode.Clamp; t.filterMode = FilterMode.Point; t.hideFlags = HideFlags.HideAndDontSave; } // create the styles backStyle = new GUIStyle() { border = new RectOffset(1, 1, 1, 1), normal = { background = textures[0] } }; scoreStyle = new GUIStyle() { normal = { textColor = Color.green } }; }