C# 클래스 PackedSprite, urban-survivors

This implements SpriteBase and adds animation functionality allowing the user to define their sprite animations using individual, non-uniform sprite textures which will then be compiled into a sprite atlas automatically.
상속: AutoSpriteBase
파일 보기 프로젝트 열기: exdev/urban-survivors 1 사용 예제들

공개 프로퍼티들

프로퍼티 타입 설명
textureAnimations TextureAnim[],

공개 메소드들

메소드 설명
AddAnimation ( UVAnimation, anim ) : void

Adds an animation to the sprite for its use.

Aggregate ( PathFromGUIDDelegate guid2Path, LoadAssetDelegate load, GUIDFromPathDelegate path2Guid ) : void

Collects all textures intended for packing, as well as sprite frames, together into a standard form for processing.

Copy ( SpriteRoot, s ) : void

Copies all the attributes of another sprite.

Create ( string name, Vector3 pos ) : PackedSprite,

Creates a GameObject and attaches this component type to it.

Create ( string name, Vector3 pos, Quaternion rotation ) : PackedSprite,

Creates a GameObject and attaches this component type to it.

GetDefaultPixelSize ( PathFromGUIDDelegate guid2Path, AssetLoaderDelegate loader ) : Vector2
InitUVs ( ) : void
Start ( ) : void

보호된 메소드들

메소드 설명
Awake ( ) : void
Init ( ) : void

메소드 상세

AddAnimation() 공개 메소드

Adds an animation to the sprite for its use.
public AddAnimation ( UVAnimation, anim ) : void
anim UVAnimation, The animation to add
리턴 void

Aggregate() 공개 메소드

Collects all textures intended for packing, as well as sprite frames, together into a standard form for processing.
public Aggregate ( PathFromGUIDDelegate guid2Path, LoadAssetDelegate load, GUIDFromPathDelegate path2Guid ) : void
guid2Path PathFromGUIDDelegate
load LoadAssetDelegate
path2Guid GUIDFromPathDelegate
리턴 void

Awake() 보호된 메소드

protected Awake ( ) : void
리턴 void

Copy() 공개 메소드

Copies all the attributes of another sprite.
public Copy ( SpriteRoot, s ) : void
s SpriteRoot, A reference to the sprite to be copied.
리턴 void

Create() 정적인 공개 메소드

Creates a GameObject and attaches this component type to it.
static public Create ( string name, Vector3 pos ) : PackedSprite,
name string Name to give to the new GameObject.
pos Vector3 Position, in world space, where the new object should be created.
리턴 PackedSprite,

Create() 정적인 공개 메소드

Creates a GameObject and attaches this component type to it.
static public Create ( string name, Vector3 pos, Quaternion rotation ) : PackedSprite,
name string Name to give to the new GameObject.
pos Vector3 Position, in world space, where the new object should be created.
rotation Quaternion Rotation of the object.
리턴 PackedSprite,

GetDefaultPixelSize() 공개 메소드

public GetDefaultPixelSize ( PathFromGUIDDelegate guid2Path, AssetLoaderDelegate loader ) : Vector2
guid2Path PathFromGUIDDelegate
loader AssetLoaderDelegate
리턴 Vector2

Init() 보호된 메소드

protected Init ( ) : void
리턴 void

InitUVs() 공개 메소드

public InitUVs ( ) : void
리턴 void

Start() 공개 메소드

public Start ( ) : void
리턴 void

프로퍼티 상세

textureAnimations 공개적으로 프로퍼티

The animations as defined using individual textures. See TextureAnim
public TextureAnim[], textureAnimations
리턴 TextureAnim[],