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Question by RobAnthem · Dec 30, 2016 at 08:30 PM · spritespritemanager

Efficient Dynamic Sprites

I'm working on an item generator system to generate random loot. Everything works fine, I don't have any issues. What I'm wondering about is, what is the best and most efficient method of calling on my sprites? I created a Static file to handle loot generation, which for obvious reasons can't really contain any permanent data, so I have come to the part where I make the generator ask for an icon, I enjoy the ability in Unity to drag and drop my stuff in inspector,, but I don't think that is the best route for dynamically loading sprites by simply having all references on one MonoBehaviour. So my options are a List of filenames, a MonoBehaviour script with sprite arrays, or.... I can't think of another efficient method. Anyone got ideas?

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Answer by RobAnthem · Dec 30, 2016 at 11:29 PM

This was my Solution... please tell me there is a better way.

     public Sprite GetIcon(GameData.EquipType iconType)
     {
         return (Resources.Load(ItemSprites[UnityEngine.Random.Range(0, ItemSprites.Length)]) as GameObject).GetComponent<SpriteRenderer>().sprite;
 
     }

Also ignore EquipType, it is the next step of implementing this system, but I already dislike where this is going.

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Answer by Benbolion · Jan 19, 2017 at 05:19 AM

I dont think i can help you much, but i am currently working on Item-Sprite combination. What i am still working with, is an ID field in an item class refere to the index of a List of Sprites on a monobehaviour script. But this is as you first stated, not ideal.

i hope someone of knowledge could share their experience. B

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