using UnityEngine; using UnityEditor; namespace UNEC { public static class NodeEditorResources { public static Texture2D gridTexture { get { return _gridTexture != null ? _gridTexture : _gridTexture = GenerateGridTexture(); } } private static Texture2D _gridTexture; public static Texture2D crossTexture { get { return _crossTexture != null ? _crossTexture : _crossTexture = GenerateCrossTexture(); } } private static Texture2D _crossTexture; private static Color backgroundColor = new Color(0.15f, 0.15f, 0.15f); private static Color veinColor = new Color(0.2f, 0.2f, 0.2f); private static Color arteryColor = new Color(0.28f, 0.28f, 0.28f); private static Color crossColor = new Color(0.4f, 0.4f, 0.4f); public static Texture2D GenerateGridTexture() { Texture2D tex = new Texture2D(64,64); Color[] cols = new Color[64 * 64]; for (int y = 0; y < 64; y++) { for (int x = 0; x < 64; x++) { Color col = backgroundColor; if (y % 16 == 0 || x % 16 == 0) col = veinColor; if (y == 63 || x == 63) col = arteryColor; cols[(y * 64) + x] = col; } } tex.SetPixels(cols); tex.wrapMode = TextureWrapMode.Repeat; tex.filterMode = FilterMode.Bilinear; tex.name = "Grid"; tex.Apply(); return tex; } public static Texture2D GenerateCrossTexture() { Texture2D tex = new Texture2D(64, 64); Color[] cols = new Color[64 * 64]; for (int y = 0; y < 64; y++) { for (int x = 0; x < 64; x++) { Color col = crossColor; if (y != 31 && x != 31) col.a = 0; cols[(y * 64) + x] = col; } } tex.SetPixels(cols); tex.wrapMode = TextureWrapMode.Clamp; tex.filterMode = FilterMode.Bilinear; tex.name = "Grid"; tex.Apply(); return tex; } } }