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