Texture2D









How do I use Texture2 D
Below are practical examples compiled from projects for learning and reference purposes

Featured Snippets


File name: PhotonEditor.cs Copy
215     static PhotonEditor()
216     {
217         EditorApplication.projectWindowChanged += EditorUpdate;
218         EditorApplication.hierarchyWindowChanged += EditorUpdate;
219         EditorApplication.playmodeStateChanged += PlaymodeStateChanged;
220         EditorApplication.update += OnUpdate;
221
222         WizardIcon = AssetDatabase.LoadAssetAtPath("Assets/Photon Unity Networking/photoncloud-icon.png", typeof(Texture2D)) as Texture2D;
223
224         // to be used in toolbar, the enum needs conversion to string[] being done here, once.
225         Array enumValues = Enum.GetValues(typeof(CloudRegionCode));
226         CloudServerRegionNames = new string[enumValues.Length];
227         for (int i = 0; i < CloudServerRegionNames.Length; i++)
228         {
229             CloudServerRegionNames[i] = enumValues.GetValue(i).ToString();
230             if (CloudServerRegionNames[i].Equals("none"))
231             {
232                 CloudServerRegionNames[i] = PhotonEditor.CurrentLang.BestRegionLabel;
233             }
234         }
235
236         // detect optional packages
237         PhotonEditor.CheckPunPlus();
238
239     }
File name: PhotonGUI.cs Copy
139     {
140         get
141         {
142             if( m_HelpIcon == null )
143             {
144                 m_HelpIcon = AssetDatabase.LoadAssetAtPath( "Assets/Photon Unity Networking/Editor/PhotonNetwork/help.png", typeof( Texture2D ) ) as Texture2D;
145             }
146
147             return m_HelpIcon;
148         }
149     }
File name: ReorderableListResources.cs Copy
125         public static Texture2D texItemSplitter { get; private set; }
File name: ReorderableListResources.cs Copy
147         public static Texture2D CreatePixelTexture( string name, Color color )
148         {
149             var tex = new Texture2D( 1, 1, TextureFormat.ARGB32, false, true );
150             tex.name = name;
151             tex.hideFlags = HideFlags.HideAndDontSave;
152             tex.filterMode = FilterMode.Point;
153             tex.SetPixel( 0, 0, color );
154             tex.Apply();
155             return tex;
156         }
File name: ReorderableListResources.cs Copy
168         private static void LoadResourceAssets()
169         {
170             var skin = EditorGUIUtility.isProSkin ? s_DarkSkin : s_LightSkin;
171             s_Cached = new Texture2D[ skin.Length ];
172
173             for( int i = 0; i < s_Cached.Length; ++i )
174             {
175                 // Get image data (PNG) from base64 encoded strings.
176                 byte[] imageData = Convert.FromBase64String( skin[ i ] );
177
178                 // Gather image size from image data.
179                 int texWidth, texHeight;
180                 GetImageSize( imageData, out texWidth, out texHeight );
181
182                 // Generate texture asset.
183                 var tex = new Texture2D( texWidth, texHeight, TextureFormat.ARGB32, false, true );
184                 tex.hideFlags = HideFlags.HideAndDontSave;
185                 tex.name = "(Generated) ReorderableList:" + i;
186                 tex.filterMode = FilterMode.Point;
187                 tex.LoadImage( imageData );
188
189                 s_Cached[ i ] = tex;
190             }
191
192             s_LightSkin = null;
193             s_DarkSkin = null;
194         }
File name: ReorderableListResources.cs Copy
224         public static void DrawTexture( Rect position, Texture2D texture )
225         {
226             if( Event.current.type != EventType.Repaint )
227                 return;
228
229             s_TempStyle.normal.background = texture;
230
231             s_TempStyle.Draw( position, GUIContent.none, false, false, false, false );
232         }
File name: BitmapFont.cs Copy
26     public BitmapFont(string pathPNG, string pathXML, GameObject gameObject)
27     {
28         this.gameObject = gameObject;
29         sprites = new Dictionary();
30         yoffsets_xadvances = new Dictionary();
31         rects = new Dictionary();
32
33         Texture2D texture = Resources.Load(pathPNG);
34         float height = texture.height;
35         TextAsset xml = Resources.Load(pathXML);
36
37         XmlDocument test = new XmlDocument();
38         test.Load(new StringReader(xml.text));
39
40         //test.LoadXml(new StringReader(xml.text).ReadToEnd());
41         //string[] keys = new string[] {"x","y","width","height","yoffset","xadvance","letter"};
42
43         foreach (XmlNode node in test.DocumentElement.ChildNodes)
44         {
45             XmlAttributeCollection collection = node.Attributes;
46             Rect rect = new Rect(float.Parse(collection.Item(0).Value), height - float.Parse(collection.Item(1).Value) - float.Parse(collection.Item(3).Value), float.Parse(collection.Item(2).Value), float.Parse(collection.Item(3).Value));
47             rects.Add(collection.Item(6).Value, rect);
48             sprites.Add(collection.Item(6).Value, Sprite.Create(texture, rect, Vector2.zero));
49             yoffsets_xadvances.Add(collection.Item(6).Value, new Vector2(float.Parse(collection.Item(4).Value), float.Parse(collection.Item(5).Value)));
50         }
51     }
File name: ImportTiled2Unity.Texture.cs Copy
14         public void TextureImported(string texturePath)
15         {
16             // This is fixup method due to materials and textures, under some conditions, being imported out of order
17             Texture2D texture2d = AssetDatabase.LoadAssetAtPath(texturePath, typeof(Texture2D)) as Texture2D;
18             Material material = AssetDatabase.LoadAssetAtPath(ImportUtils.GetMaterialPath(texturePath), typeof(Material)) as Material;
19             material.SetTexture("_MainTex", texture2d);
20         }
File name: ImportTiled2Unity.Xml.cs Copy
78         private void CreateMaterialsFromInternalTextures(XDocument xml)
79         {
80             var texData = xml.Root.Elements("InternalTexture");
81             foreach (var tex in texData)
82             {
83                 string texAssetPath = tex.Attribute("assetPath").Value;
84                 string materialPath = ImportUtils.GetMaterialPath(texAssetPath);
85
86                 Material material = AssetDatabase.LoadAssetAtPath(materialPath, typeof(Material)) as Material;
87                 if (material == null)
88                 {
89                     // Create our material
90                     material = new Material(Shader.Find("Tiled/TextureTintSnap"));
91
92                     // Assign to it the texture that is already internal to our Unity project
93                     Texture2D texture2d = AssetDatabase.LoadAssetAtPath(texAssetPath, typeof(Texture2D)) as Texture2D;
94                     material.SetTexture("_MainTex", texture2d);
95
96                     // Write the material to our asset database
97                     ImportUtils.ReadyToWrite(materialPath);
98                     AssetDatabase.CreateAsset(material, materialPath);
99                 }
100             }
101         }

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