// Sets the pivot point according to its type and given dimensions. // If type == custom, a_fWidth and a_fHeight are used as custom pivot point coords public static Vector2 ComputePivotCoords(float a_fWidth, float a_fHeight, PivotType a_ePivotType, Vector2 a_f2CustomPivotPoint) { // Compute new pivot point from pivot type switch (a_ePivotType) { default: case PivotType.Custom: return(a_f2CustomPivotPoint); //new Vector2( a_fWidth, a_fHeight ); case PivotType.BottomLeft: return(new Vector2(0.0f, 0.0f)); case PivotType.BottomCenter: return(new Vector2(a_fWidth * 0.5f, 0.0f)); case PivotType.BottomRight: return(new Vector2(a_fWidth, 0.0f)); case PivotType.MiddleLeft: return(new Vector2(0.0f, a_fHeight * 0.5f)); case PivotType.MiddleCenter: return(new Vector2(a_fWidth * 0.5f, a_fHeight * 0.5f)); case PivotType.MiddleRight: return(new Vector2(a_fWidth, a_fHeight * 0.5f)); case PivotType.TopLeft: return(new Vector2(0.0f, a_fHeight)); case PivotType.TopCenter: return(new Vector2(a_fWidth * 0.5f, a_fHeight)); case PivotType.TopRight: return(new Vector2(a_fWidth, a_fHeight)); } }
// 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; }
public static Vector2 ComputePivotCoords(Texture2D a_rTexture, PivotType a_eSpritePivotType, Vector2 a_f2CustomPivotPoint) { if (a_rTexture == null) { return(Uni2DSpriteUtils.ComputePivotCoords(0.0f, 0.0f, a_eSpritePivotType, a_f2CustomPivotPoint)); } else { return(Uni2DSpriteUtils.ComputePivotCoords(a_rTexture.width, a_rTexture.height, a_eSpritePivotType, a_f2CustomPivotPoint)); } }
public static Vector2 ComputePivotCoords( Texture2D a_rTexture, PivotType a_eSpritePivotType, Vector2 a_f2CustomPivotPoint ) { if( a_rTexture == null ) { return Uni2DSpriteUtils.ComputePivotCoords( 0.0f, 0.0f, a_eSpritePivotType, a_f2CustomPivotPoint ); } else { return Uni2DSpriteUtils.ComputePivotCoords( a_rTexture.width, a_rTexture.height, a_eSpritePivotType, a_f2CustomPivotPoint ); } }
// Sets the pivot point according to its type and given dimensions. // If type == custom, a_fWidth and a_fHeight are used as custom pivot point coords public static Vector2 ComputePivotCoords( float a_fWidth, float a_fHeight, PivotType a_ePivotType, Vector2 a_f2CustomPivotPoint ) { // Compute new pivot point from pivot type switch( a_ePivotType ) { default: case PivotType.Custom: return a_f2CustomPivotPoint; //new Vector2( a_fWidth, a_fHeight ); case PivotType.BottomLeft: return new Vector2( 0.0f, 0.0f ); case PivotType.BottomCenter: return new Vector2( a_fWidth * 0.5f, 0.0f ); case PivotType.BottomRight: return new Vector2( a_fWidth, 0.0f ); case PivotType.MiddleLeft: return new Vector2( 0.0f, a_fHeight * 0.5f ); case PivotType.MiddleCenter: return new Vector2( a_fWidth * 0.5f, a_fHeight * 0.5f ); case PivotType.MiddleRight: return new Vector2( a_fWidth, a_fHeight * 0.5f ); case PivotType.TopLeft: return new Vector2( 0.0f, a_fHeight ); case PivotType.TopCenter: return new Vector2( a_fWidth * 0.5f, a_fHeight ); case PivotType.TopRight: return new Vector2( a_fWidth, a_fHeight ); } }
// 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; }