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- foreach (SpriteLut lut in spriteLuts)
- {
- int spriteId = lut.atlasIndex; // wrong?
- Color[] fullTextureFlattenedAray = textureList[spriteId].GetPixels();
- Color[] spriteAreaOnlyFlattenedArray = new Color[lut.rw * lut.ry];
- int flattenedArrayIndex = 0;
- // copy the colors from part of the index to the color map
- for (int currentx = lut.rx; currentx < lut.rx+ lut.rw; currentx++)
- {
- for (int currenty = lut.ry; currenty < lut.ry+ lut.rh; currenty++)
- {
- spriteAreaOnlyFlattenedArray[flattenedArrayIndex] = fullTextureFlattenedAray[currentx*currenty +currentx];
- flattenedArrayIndex++;
- }
- }
- gen.spriteCollection.spriteDefinitions[spriteId].pixelColorMap = spriteAreaOnlyFlattenedArray;
- }
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