private void CreateAtlas()
{
atlasTexture
= new Texture2D
(1,
1); spriteCoordInfo = atlasTexture.PackTextures(textureArray, 0);
atlasMat
= new Material
(Shader
.Find("Unlit/Transparent Colored")); atlasMat.SetTexture("_MainTex", atlasTexture);
myAtlas.GetComponent<UIAtlas>();
myAtlas.spriteMaterial = atlasMat;
myAtlas.coordinates = UIAtlas.Coordinates.TexCoords; <--- Error 1
myAtlas.spriteList.Clear();
for(int i = 0; i < spriteCoordInfo.Length; i++)
{
Rect coordinate = spriteCoordInfo[i];
UIAtlas
.Sprite sprite
= new UIAtlas
.Sprite(); **** sprite.name = names[i];
sprite.inner = coordinate; <---- error 2
sprite.outer = coordinate; <---- error 3
sprite.paddingBottom = 0;
sprite.paddingTop = 0;
sprite.paddingLeft = 0;
sprite.paddingRight = 0;
myAtlas.spriteList.Add(sprite);
}
}