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Mar 18th, 2015
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  1.   foreach (SpriteLut lut in spriteLuts)
  2.         {
  3.             int spriteId = lut.atlasIndex; //  wrong?
  4.            
  5.             Color[] fullTextureFlattenedAray = textureList[spriteId].GetPixels();
  6.  
  7.             Color[] spriteAreaOnlyFlattenedArray = new Color[lut.rw * lut.ry];
  8.             int flattenedArrayIndex = 0;
  9.  
  10.             // copy the colors from part of the index to the color map
  11.             for (int currentx = lut.rx; currentx < lut.rx+ lut.rw; currentx++)
  12.             {
  13.                 for (int currenty = lut.ry; currenty < lut.ry+ lut.rh; currenty++)
  14.                 {
  15.                     spriteAreaOnlyFlattenedArray[flattenedArrayIndex] = fullTextureFlattenedAray[currentx*currenty +currentx];
  16.                     flattenedArrayIndex++;
  17.                 }
  18.             }
  19.  
  20.             gen.spriteCollection.spriteDefinitions[spriteId].pixelColorMap = spriteAreaOnlyFlattenedArray;
  21.         }
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