public ElementBlock(ElementData e, int c1, int c2, int c3) { this.element = e; this.colors = new List<int>(); this.colors.Add(c1); this.colors.Add(c2); this.colors.Add(c3); this.attachmentIsActive = false; // is everything correct? if(e.dyeSplat == null) Debug.LogError("UMAElements.ElementBlock: Attempted creation of a dyable element '" + e.Name + "' with no splat map."); if(e.dyeSplat.width != e.overlayItem.asset.textureList[0].width || e.dyeSplat.height != e.overlayItem.asset.textureList[0].height) Debug.LogError("UMAElements.ElementBlock: Dyable Element '" + e.Name + "' has a splat map of different size to the overlay '" + e.overlayItem.asset.name + "' it represents."); // make the new blank texture dyedDiffuse = new Texture2D(e.overlayItem.asset.textureList[0].width, e.overlayItem.asset.textureList[0].height, TextureFormat.ARGB32, false); // call the thread or make the texture - this suffers because // after it's complete the UMA atlas needs rebuilding // NEEDS SORTING OUT //Thread t = new Thread(MakeDyedTexture); MakeDyedTexture(); }
public ElementBlock(ElementData e, int c1) { this.element = e; this.colors = new List<int>(); this.colors.Add(c1); this.attachmentIsActive = false; }
public void OnEnable() { element = target as ElementData; }
public ElementBlock(ElementData e, Color32 color) { this.element = e; this.color = color; this.attachmentIsActive = false; }
public ElementBlock(ElementData e) { this.element = e; this.colors = new List <int>(); this.attachmentIsActive = false; }
public void Add(ElementData ed) { ed.Index = nextID++; UnityEditor.EditorUtility.SetDirty(ed); ElementList.Add(ed); UpdateStatic(); }