Hello,
I'm trying to take advantage of the Tint Black function at runtime to achieve a "highlight" effect, the effect works fine in the editor applying a 0.5, 0.5, 0.5 RGB value to Tint Black. I assumed that the editor Tint Black is manipulated via Slot.getDarkColor() however when I change the value of darkColor nothing happens.
To make sure that the issue wasn't game-logic related I tried to change slot.getColor in the same porstion of code nad that works just fine (although it doesn't obviously achieve the desired effect).
Am I doing something wrong or is there an issue with darkColor?
As an aside, is there anywhere in the documentation where it is mentioned how to manipulate the tint black color? If my guess is right I have to say I would have preferred keeping the naming convention same, if I was wrong that would explain why it doesn't work 😃
Thanks in advance.
UPDATE - It seems that darkColor is only used when the skeleton is rendered via TwoColorPolygonBatch, am I right? I hope not as TwoColorPolygonBatch is not even implementing Batch meaning that each skeleton wishing to use darkColor would have to use its own rendering workflow :-(
UPDATE #2 - It works using TwoColorPolygonBatch. Personally I really don't want to use a dedicated batch for Pitch Dark skeletons, in fact I'm currently using PolygonSpriteBatch for both skeletons and sprites. As a minimum it would be great if TwoColorPolygonBatch could implement Batch or extend PolygonSpriteBatch so to allow a seamless management of batches upstream rather than having to package up drawable material into batches depending on its features.