SHOW:
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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 < currentx + lut.rw; currentx++) |
11 | + | for (int currentx = lut.rx; currentx < lut.rx+ lut.rw; currentx++) |
12 | { | |
13 | - | for (int currenty = lut.ry; currenty < currenty + lut.rh; currenty++) |
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 | } |