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Author Topic: 2D Toolkit Atlas, How can I used it with my script.  (Read 4639 times)

hizral84

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2D Toolkit Atlas, How can I used it with my script.
« on: September 20, 2013, 03:05:51 am »
Hello there,

This just purchase 2D Toolkit and this is my first time using it. I would like make a number counter using the 2D toolkit. Usually I used a sprite atlas that I made my self for the number zero to nine and just assign the coordinates manually. Below here is the script that I alwayt used for the number sprites:

Code: [Select]
    using UnityEngine;
    using System.Collections;
     
    public class TestManager : MonoBehaviour {
       
        public int testScore; //If the testScore is increasing it will move the coordinates to the next sprites.
        public GameObject score;
       
        // Use this for initialization
        void Start ()
        {
       
        }
       
        // Update is called once per frame
        void Update ()
        {
            if (score != null)
            {
                //TextSprite (score, 10, 0, 10, "fScore", testScore);
            }
           
           
        }
                       
        void TextSprite (GameObject spriteObject, int columSize, int colFrameStart, int totalFrame, string type, int index)
        {
            int fScore;
           
            fScore = index % 10;
           
            if (type == "fScore")
            {
                index = fScore;
            }
           
            index = index % columSize;
           
            Vector2 offSet;
            offSet = new Vector2 (1.0f / columSize * index, 0);
            spriteObject.renderer.material.mainTextureOffset = offSet;
        }
    }

so now when I create a power of two from the 2D toolkit option and used my script it does not work why is that?

Thank you.

unikronsoftware

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Re: 2D Toolkit Atlas, How can I used it with my script.
« Reply #1 on: September 20, 2013, 09:57:51 am »
Thats because tk2d packs the sprite much more efficiently than is possible using textureOffset. Also, as you probably already know, tetxureOffset will mean you need a unique material for everything, which will break batching.

If you're just wanting to create a number counter, why don't you just use the textmesh instead - it will simply let you write numbers yourself, like scoreTextMesh.text = "00031"; and be done with it.
http://unikronsoftware.com/2dtoolkit/doc/2.20/ - check the font mini tutorial