Inheritance: UnityEngine.MonoBehaviour
Beispiel #1
0
 /// <summary>
 /// ユーザーデータキーの通知
 /// </summary>
 /// <param name="part"></param>
 /// <param name="message"></param>
 public void NotifyUserData(SpritePart part, attribute.UserDataNotifier.UserData data)
 {
     if (OnUserData != null)
     {
         OnUserData(this, part, data);
     }
 }
Beispiel #2
0
 /// <summary>
 /// 追加
 /// </summary>
 /// <param name="part"></param>
 public void AddPart(SpritePart part)
 {
     if (partList_ == null)
     {
         partList_ = new List <SpritePart>();
     }
     partList_.Add(part);
 }
        /// <summary>
        /// 初期化
        /// </summary>
        /// <param name="part"></param>
        public void Setup(SpritePart part)
        {
            part_ = part;

            // 4つ頂点生成
            SetupVertices();
            position_ = Vector3.zero;
        }
 /// <summary>
 /// ユーザーデータキーの通知
 /// </summary>
 /// <param name="part"></param>
 /// <param name="message"></param>
 public void NotifyUserData( SpritePart part, attribute.UserDataNotifier.UserData data )
 {
     if ( OnUserData != null ) {
         OnUserData( this, part, data );
     }
 }
 /// <summary>
 /// 追加
 /// </summary>
 /// <param name="part"></param>
 public void AddPart( SpritePart part )
 {
     if ( partList_ == null ) { partList_ = new List<SpritePart>(); }
     partList_.Add( part );
 }
        /// <summary>
        /// 初期化
        /// </summary>
        /// <param name="part"></param>
        public void Setup( SpritePart part )
        {
            part_ = part;

            // 4つ頂点生成
            SetupVertices();
            position_ = Vector3.zero;
        }
 /// <summary>
 /// パーツの設定
 /// </summary>
 /// <param name="part"></param>
 public void SetPart( SpritePart part )
 {
     part_ = part;
 }
 /// <summary>
 /// パーツの設定
 /// </summary>
 /// <param name="part"></param>
 public void SetPart(SpritePart part)
 {
     part_ = part;
 }