// Deep copy constructor
    public Uni2DEditorSpriteSettings(Uni2DEditorSpriteSettings a_rSpriteSettings)
    {
        this.textureContainer = new Texture2DContainer(a_rSpriteSettings.textureContainer);                     // Deep copy
        this.atlas            = a_rSpriteSettings.atlas;
        this.sharedMaterial   = a_rSpriteSettings.sharedMaterial;

        this.renderMesh             = a_rSpriteSettings.renderMesh;
        this.usePhysicBuildSettings = a_rSpriteSettings.usePhysicBuildSettings;

        this.spriteScale       = a_rSpriteSettings.spriteScale;
        this.pivotType         = a_rSpriteSettings.pivotType;
        this.pivotCustomCoords = a_rSpriteSettings.pivotCustomCoords;
        this.vertexColor       = a_rSpriteSettings.vertexColor;
        this.physicsMode       = a_rSpriteSettings.physicsMode;
        this.collisionType     = a_rSpriteSettings.collisionType;
        this.isKinematic       = a_rSpriteSettings.isKinematic;

        this.renderMeshAlphaCutOff            = a_rSpriteSettings.renderMeshAlphaCutOff;
        this.renderMeshPolygonizationAccuracy = a_rSpriteSettings.renderMeshPolygonizationAccuracy;
        this.renderMeshPolygonizeHoles        = a_rSpriteSettings.renderMeshPolygonizeHoles;

        this.alphaCutOff            = a_rSpriteSettings.alphaCutOff;
        this.extrusionDepth         = a_rSpriteSettings.extrusionDepth;
        this.polygonizationAccuracy = a_rSpriteSettings.polygonizationAccuracy;
        this.polygonizeHoles        = a_rSpriteSettings.polygonizeHoles;

        this.renderMeshGridHorizontalSubDivs = a_rSpriteSettings.renderMeshGridHorizontalSubDivs;
        this.renderMeshGridVerticalSubDivs   = a_rSpriteSettings.renderMeshGridVerticalSubDivs;

        this.skinQuality          = a_rSpriteSettings.skinQuality;
        this.boneInfluenceFalloff = a_rSpriteSettings.boneInfluenceFalloff;
    }
Example #2
0
    // Creates a new sprite settings with the given texture.
    // If the a_bPhysic argument is set to true, the settings will
    // depict a physical sprite
    public Uni2DEditorSpriteSettings(Texture2D a_rTexture2D, bool a_bPhysic = false)
    {
        this.textureContainer = new Texture2DContainer(a_rTexture2D, true);

        atlas = Uni2DEditorUtils.FindFirstTextureAtlas(textureContainer.GUID);

        // Set physic mode accordingly to given argument
        this.physicsMode = a_bPhysic
                        ? PhysicsMode.Dynamic
                        : PhysicsMode.NoPhysics;
    }
Example #3
0
 // Returns true if the Uni2DSprite data have been generated
 // for a given physic mode
 public bool AreDataGenerated(Uni2DSprite.PhysicsMode a_ePhysicMode)
 {
     return(this.renderMesh != null &&
            this.renderMeshMaterial != null &&
            (a_ePhysicMode == Uni2DSprite.PhysicsMode.NoPhysics ||                           // No physic == no mesh collider to generate
             (this.meshCollidersList != null &&
              this.meshCollidersList.Contains(null) == false &&
              this.meshColliderComponentsList != null &&
              this.meshColliderComponentsList.Contains(null) == false
             )
            ));
 }
	// Deep copy constructor
	public Uni2DEditorSpriteSettings( Uni2DEditorSpriteSettings a_rSpriteSettings )
	{
		this.textureContainer       = new Texture2DContainer( a_rSpriteSettings.textureContainer );	// Deep copy
		this.atlas                  = a_rSpriteSettings.atlas;
		this.sharedMaterial			= a_rSpriteSettings.sharedMaterial;
		
		this.renderMesh             = a_rSpriteSettings.renderMesh;
		this.usePhysicBuildSettings = a_rSpriteSettings.usePhysicBuildSettings;
		
		this.spriteScaleMode        = a_rSpriteSettings.spriteScaleMode;
		this.spriteScale            = a_rSpriteSettings.spriteScale;
		this.spriteScaleNotUniform  = a_rSpriteSettings.spriteScaleNotUniform;
		this.pivotType				= a_rSpriteSettings.pivotType;
		this.pivotCustomCoords		= a_rSpriteSettings.pivotCustomCoords;
		this.vertexColor            = a_rSpriteSettings.vertexColor;
		this.dimensionMode			= a_rSpriteSettings.dimensionMode;
		this.physicsMode            = a_rSpriteSettings.physicsMode;
		this.collisionType          = a_rSpriteSettings.collisionType;
		this.isKinematic            = a_rSpriteSettings.isKinematic;
		this.isTrigger				= a_rSpriteSettings.isTrigger;
	
		this.renderMeshAlphaCutOff            = a_rSpriteSettings.renderMeshAlphaCutOff;
		this.renderMeshPolygonizationAccuracy = a_rSpriteSettings.renderMeshPolygonizationAccuracy;
		this.renderMeshPolygonizeHoles = a_rSpriteSettings.renderMeshPolygonizeHoles;
	
		this.alphaCutOff            = a_rSpriteSettings.alphaCutOff;
		this.extrusionDepth         = a_rSpriteSettings.extrusionDepth;
		this.polygonizationAccuracy = a_rSpriteSettings.polygonizationAccuracy;
		this.polygonizeHoles        = a_rSpriteSettings.polygonizeHoles;
		
		this.onlyBorder = a_rSpriteSettings.onlyBorder;
		this.subdivide = a_rSpriteSettings.subdivide;
		this.subdivisionCount = a_rSpriteSettings.subdivisionCount;

		this.renderMeshGridHorizontalSubDivs = a_rSpriteSettings.renderMeshGridHorizontalSubDivs;
		this.renderMeshGridVerticalSubDivs   = a_rSpriteSettings.renderMeshGridVerticalSubDivs;

		this.skinQuality          = a_rSpriteSettings.skinQuality;
		this.boneInfluenceFalloff = a_rSpriteSettings.boneInfluenceFalloff;
	}
	// Creates a new sprite settings with the given texture.
	// If the a_bPhysic argument is set to true, the settings will
	// depict a physical sprite
	public Uni2DEditorSpriteSettings( Texture2D a_rTexture2D, bool a_bPhysic = false )
	{
		this.textureContainer = new Texture2DContainer( a_rTexture2D, true );
		
		atlas = Uni2DEditorUtils.FindFirstTextureAtlas( textureContainer.GUID );
		
		// Set physic mode accordingly to given argument
		this.physicsMode = a_bPhysic
			? PhysicsMode.Dynamic
			: PhysicsMode.NoPhysics;
	}