Ejemplo n.º 1
0
    // return true if case of success, else false
    public bool UpdateRuntimeSprites(int currentScreenWidth, int currentScreenHeight, out float scale)
    {
        float newScale = SVGRuntimeGenerator.ScaleFactorCalc((float)this.m_ReferenceWidth, (float)this.m_ReferenceHeight, currentScreenWidth, currentScreenHeight, this.m_ScaleType, this.m_Match, this.m_OffsetScale);

        if (Math.Abs(this.m_RuntimeGenerationScale - newScale) > Single.Epsilon)
        {
            scale = newScale;
            return(this.UpdateRuntimeSprites(newScale));
        }
        else
        {
            scale = this.m_RuntimeGenerationScale;
            return(true);
        }
    }
Ejemplo n.º 2
0
    // used by SVGAtlasEditor, upon the "Update" button click (recalcScale = true); this function is used even
    // in the build post-processor, in order to restore sprites (recalcScale = false)
    public void UpdateEditorSprites(bool recalcScale)
    {
        float newScale;

        if (recalcScale)
        {
            Vector2 gameViewRes = SVGUtils.GetGameView();

            float currentWidth  = (this.m_DeviceTestWidth <= 0) ? gameViewRes.x : (float)this.m_DeviceTestWidth;
            float currentHeight = (this.m_DeviceTestHeight <= 0) ? gameViewRes.y : (float)this.m_DeviceTestHeight;
            newScale = SVGRuntimeGenerator.ScaleFactorCalc((float)this.m_ReferenceWidth, (float)this.m_ReferenceHeight, currentWidth, currentHeight, this.m_ScaleType, this.m_Match, this.m_OffsetScale);
        }
        else
        {
            newScale = this.m_EditorGenerationScale;
        }

        this.UpdateEditorSprites(newScale);
    }
Ejemplo n.º 3
0
 // Calculate the scale factor that would be used to generate sprites if the screen would have the specified dimensions
 public float ScaleFactorCalc(int currentScreenWidth, int currentScreenHeight)
 {
     return(SVGRuntimeGenerator.ScaleFactorCalc((float)this.m_ReferenceWidth, (float)this.m_ReferenceHeight, currentScreenWidth, currentScreenHeight, this.m_ScaleType, this.m_Match, this.m_OffsetScale));
 }