C# Class SpriteManager, flixel4unity

Inheritance: MonoBehaviour
Show file Open project: jminor/flixel4unity Class Usage Examples

Public Properties

Property Type Description
allocBlockSize int
autoUpdateBounds bool
material Material
plane SPRITE_PLANE
sprites Zprite[]
winding WINDING_ORDER

Protected Properties

Property Type Description
UVs Vector2[]
activeBillboards ArrayList
activeBlocks ArrayList
availableBlocks ArrayList
boundUpdateInterval float
colors Color[]
colorsChanged bool
mesh Mesh
meshFilter MeshFilter
meshRenderer MeshRenderer
triIndices int[]
updateBounds bool
uvsChanged bool
vertCountChanged bool
vertices Vector3[]
vertsChanged bool

Public Methods

Method Description
AddSprite ( GameObject client, float width, float height, Vector2 lowerLeftUV, Vector2 UVDimensions, bool billboarded ) : Zprite,
AddSprite ( GameObject client, float width, float height, int leftPixelX, int bottomPixelY, int pixelWidth, int pixelHeight, bool billboarded ) : Zprite,
Awake ( ) : void
CancelBoundsUpdate ( ) : void
GetSprite ( int i ) : Zprite
HideSprite ( Zprite sprite ) : void
LateUpdate ( ) : void
PixelCoordToUVCoord ( Vector2 xy ) : Vector2
PixelCoordToUVCoord ( int x, int y ) : Vector2
PixelSpaceToUVSpace ( Vector2 xy ) : Vector2
PixelSpaceToUVSpace ( int x, int y ) : Vector2
RemoveSprite ( Zprite sprite ) : void
ScheduleBoundsUpdate ( float seconds ) : void
SetBillboarded ( Zprite sprite ) : void
ShowSprite ( Zprite sprite ) : void
Start ( ) : void
Transform ( Zprite sprite ) : void
TransformBillboarded ( Zprite sprite ) : void
UpdateBounds ( ) : void
UpdateColors ( Zprite sprite ) : void
UpdatePositions ( ) : void
UpdateUV ( Zprite sprite ) : void

Protected Methods

Method Description
EnlargeArrays ( int count ) : int
InitArrays ( ) : void

Method Details

AddSprite() public method

public AddSprite ( GameObject client, float width, float height, Vector2 lowerLeftUV, Vector2 UVDimensions, bool billboarded ) : Zprite,
client GameObject
width float
height float
lowerLeftUV Vector2
UVDimensions Vector2
billboarded bool
return Zprite,

AddSprite() public method

public AddSprite ( GameObject client, float width, float height, int leftPixelX, int bottomPixelY, int pixelWidth, int pixelHeight, bool billboarded ) : Zprite,
client GameObject
width float
height float
leftPixelX int
bottomPixelY int
pixelWidth int
pixelHeight int
billboarded bool
return Zprite,

Awake() public method

public Awake ( ) : void
return void

CancelBoundsUpdate() public method

public CancelBoundsUpdate ( ) : void
return void

EnlargeArrays() protected method

protected EnlargeArrays ( int count ) : int
count int
return int

GetSprite() public method

public GetSprite ( int i ) : Zprite
i int
return Zprite

HideSprite() public method

public HideSprite ( Zprite sprite ) : void
sprite Zprite
return void

InitArrays() protected method

protected InitArrays ( ) : void
return void

LateUpdate() public method

public LateUpdate ( ) : void
return void

PixelCoordToUVCoord() public method

public PixelCoordToUVCoord ( Vector2 xy ) : Vector2
xy Vector2
return Vector2

PixelCoordToUVCoord() public method

public PixelCoordToUVCoord ( int x, int y ) : Vector2
x int
y int
return Vector2

PixelSpaceToUVSpace() public method

public PixelSpaceToUVSpace ( Vector2 xy ) : Vector2
xy Vector2
return Vector2

PixelSpaceToUVSpace() public method

public PixelSpaceToUVSpace ( int x, int y ) : Vector2
x int
y int
return Vector2

RemoveSprite() public method

public RemoveSprite ( Zprite sprite ) : void
sprite Zprite
return void

ScheduleBoundsUpdate() public method

public ScheduleBoundsUpdate ( float seconds ) : void
seconds float
return void

SetBillboarded() public method

public SetBillboarded ( Zprite sprite ) : void
sprite Zprite
return void

ShowSprite() public method

public ShowSprite ( Zprite sprite ) : void
sprite Zprite
return void

Start() public method

public Start ( ) : void
return void

Transform() public method

public Transform ( Zprite sprite ) : void
sprite Zprite
return void

TransformBillboarded() public method

public TransformBillboarded ( Zprite sprite ) : void
sprite Zprite
return void

UpdateBounds() public method

public UpdateBounds ( ) : void
return void

UpdateColors() public method

public UpdateColors ( Zprite sprite ) : void
sprite Zprite
return void

UpdatePositions() public method

public UpdatePositions ( ) : void
return void

UpdateUV() public method

public UpdateUV ( Zprite sprite ) : void
sprite Zprite
return void

Property Details

UVs protected property

protected Vector2[] UVs
return Vector2[]

activeBillboards protected property

protected ArrayList activeBillboards
return ArrayList

activeBlocks protected property

protected ArrayList activeBlocks
return ArrayList

allocBlockSize public property

public int allocBlockSize
return int

autoUpdateBounds public property

public bool autoUpdateBounds
return bool

availableBlocks protected property

protected ArrayList availableBlocks
return ArrayList

boundUpdateInterval protected property

protected float boundUpdateInterval
return float

colors protected property

protected Color[] colors
return Color[]

colorsChanged protected property

protected bool colorsChanged
return bool

material public property

public Material material
return Material

mesh protected property

protected Mesh mesh
return Mesh

meshFilter protected property

protected MeshFilter meshFilter
return MeshFilter

meshRenderer protected property

protected MeshRenderer meshRenderer
return MeshRenderer

plane public property

public SPRITE_PLANE plane
return SPRITE_PLANE

sprites public property

public Zprite[] sprites
return Zprite[]

triIndices protected property

protected int[] triIndices
return int[]

updateBounds protected property

protected bool updateBounds
return bool

uvsChanged protected property

protected bool uvsChanged
return bool

vertCountChanged protected property

protected bool vertCountChanged
return bool

vertices protected property

protected Vector3[] vertices
return Vector3[]

vertsChanged protected property

protected bool vertsChanged
return bool

winding public property

public WINDING_ORDER winding
return WINDING_ORDER