// Control Function ----------------------------------------------------------------- public void SetSpriteFactoryIndex(int nSpriteFactoryIndex, bool bRunImmediate) { if (m_NcSpriteFactoryCom == null) { if (m_NcSpriteFactoryPrefab && m_NcSpriteFactoryPrefab.GetComponent <NcSpriteFactory_B>() != null) { m_NcSpriteFactoryCom = m_NcSpriteFactoryPrefab.GetComponent <NcSpriteFactory_B>(); } else { return; } } NcSpriteFactory_B.NcSpriteNode spriteNode = m_NcSpriteFactoryCom.GetSpriteNode(nSpriteFactoryIndex); m_bBuildSpriteObj = false; m_bAutoDestruct = false; m_fUvScale = m_NcSpriteFactoryCom.m_fUvScale; m_nSpriteFactoryIndex = nSpriteFactoryIndex; m_nStartFrame = 0; m_nFrameCount = spriteNode.m_nFrameCount; m_fFps = spriteNode.m_fFps; m_bLoop = spriteNode.m_bLoop; m_NcSpriteFrameInfos = spriteNode.m_FrameInfos; }
// void Update() // { // } // Control Function ----------------------------------------------------------------- public void SetSpriteFactoryIndex(int nSpriteFactoryIndex, int nFrameIndex, bool bRunImmediate) { if (m_NcSpriteFactoryCom == null) { if (m_NcSpriteFactoryPrefab && m_NcSpriteFactoryPrefab.GetComponent <NcSpriteFactory_B>() != null) { m_NcSpriteFactoryCom = m_NcSpriteFactoryPrefab.GetComponent <NcSpriteFactory_B>(); } else { return; } } m_nSpriteFactoryIndex = nSpriteFactoryIndex; if (m_NcSpriteFactoryCom.IsValidFactory() == false) { return; } m_NcSpriteFrameInfos = m_NcSpriteFactoryCom.GetSpriteNode(nSpriteFactoryIndex).m_FrameInfos; m_nFrameIndex = (0 <= nFrameIndex ? nFrameIndex : m_nFrameIndex); m_nFrameIndex = (m_NcSpriteFrameInfos.Length == 0 || m_NcSpriteFrameInfos.Length <= m_nFrameIndex ? 0 : m_nFrameIndex); m_fUvScale = m_NcSpriteFactoryCom.m_fUvScale; if (bRunImmediate) { UpdateSpriteTexture(bRunImmediate); } }
// Loop Function -------------------------------------------------------------------- void Awake() { // #if UNITY_EDITOR // if (IsCreatingEditObject() == false) // #endif { if (m_NcSpriteFactoryPrefab == null && gameObject.GetComponent <NcSpriteFactory_B>() != null) { m_NcSpriteFactoryPrefab = gameObject; } if (m_NcSpriteFactoryPrefab && m_NcSpriteFactoryPrefab.GetComponent <NcSpriteFactory_B>() != null) { m_NcSpriteFactoryCom = m_NcSpriteFactoryPrefab.GetComponent <NcSpriteFactory_B>(); } } }
void CreateBuiltInPlane(int nSelIndex) { if (m_bCreateBuiltInPlane) { return; } m_bCreateBuiltInPlane = true; if (m_MeshFilter == null) { if (gameObject.GetComponent <MeshFilter>() != null) { m_MeshFilter = gameObject.GetComponent <MeshFilter>(); } else { m_MeshFilter = gameObject.AddComponent <MeshFilter>(); } } NcSpriteFactory_B.CreatePlane(m_MeshFilter, m_fUvScale, m_NcSpriteFrameInfos[nSelIndex], m_AlignType, m_MeshType); }
void UpdateSpriteTexture(bool bShowEffect) { if (UpdateSpriteMaterial() == false) { return; } if (m_NcSpriteFactoryCom.IsValidFactory() == false) { return; } if (m_NcSpriteFrameInfos.Length == 0) { SetSpriteFactoryIndex(m_nSpriteFactoryIndex, m_nFrameIndex, false); } if (m_MeshFilter == null) { if (gameObject.GetComponent <MeshFilter>() != null) { m_MeshFilter = gameObject.GetComponent <MeshFilter>(); } else { m_MeshFilter = gameObject.AddComponent <MeshFilter>(); } } NcSpriteFactory_B.CreatePlane(m_MeshFilter, m_fUvScale, m_NcSpriteFrameInfos[m_nFrameIndex], m_AlignType, m_MeshType); NcSpriteFactory_B.UpdateMeshUVs(m_MeshFilter, m_NcSpriteFrameInfos[m_nFrameIndex].m_TextureUvOffset); // { // // Debug.Log("m_Renderer.material"); // renderer.material.mainTextureScale = new Vector2(m_fTilingX, m_fTilingY); // renderer.material.mainTextureOffset = new Vector2(m_fOffsetX, m_fOffsetY); // } if (bShowEffect) { m_EffectObject = m_NcSpriteFactoryCom.CreateSpriteEffect(m_nSpriteFactoryIndex, transform); } }
void UpdateBuiltInPlane(int nSelIndex) { NcSpriteFactory_B.UpdatePlane(m_MeshFilter, m_fUvScale, m_NcSpriteFrameInfos[nSelIndex], m_AlignType); NcSpriteFactory_B.UpdateMeshUVs(m_MeshFilter, m_NcSpriteFrameInfos[nSelIndex].m_TextureUvOffset); }