private void Start() { GoLPattern currentPattern = gameOfLife.PatternWalker.Current; patternName.text = currentPattern.Name; patternDescription.text = currentPattern.Description; GameOfLifeOnSelectedPatternChanged(gameOfLife.SelectedPresetTexture); gameOfLife.SelectedPatternChanged += GameOfLifeOnSelectedPatternChanged; nextButton.onClick.AddListener(NextButtonOnClick); previousButton.onClick.AddListener(PreviousButtonOnClick); rotateButton.onClick.AddListener(RotateButtonOnClick); simSpeedSlider.onValueChanged.AddListener(SimSpeedSliderOnChanged); densitySlider.onValueChanged.AddListener(DensitySliderOnChanged); generateButton.onClick.AddListener(GenerateButtonOnClick); gameOfLife.PatternWalker.Changed += PatternWalkerOnChanged; }
public GoLPatternTexture(GoLPattern goLPattern) { Texture = new Texture2D(goLPattern.SizeX, goLPattern.SizeY, TextureFormat.RGBA32, false) { filterMode = FilterMode.Point }; NativeArray <Color32> rawData = Texture.GetRawTextureData <Color32>(); for (var y = 0; y < goLPattern.SizeY; y++) { for (var x = 0; x < goLPattern.SizeX; x++) { int index = x + y * goLPattern.SizeX; rawData[index] = goLPattern.Data[index] ? Color.white : Color.black; } } Texture.Apply(); }
private void PatternWalkerOnChanged(GoLPattern currentPattern) { SetSelectedPatternTexture(new GoLPatternTexture(currentPattern)); }
private void PatternWalkerOnChanged(GoLPattern current) { patternName.text = current.Name; patternDescription.text = current.Description; }