void Update()
    {
        /* Create Mesh (when Mesh is Lost) */
        if(null == dataMesh)
        {
            MeshCreate();
        }
        if(null == DataMeshInformation)
        {
            DataMeshInformation = new Script_SpriteStudio_PartsRoot.InformationMeshData();
        }

        /* Update User-CallBack */
        SpriteStudioData.UpdateUserData(ScriptRoot.FrameNoNow, gameObject, ScriptRoot);

        /* Mesh-Data Update */
        SpriteStudioData.UpdateMesh(dataMesh, ScriptRoot.FrameNoNow, ScriptRoot);

        /* Set Matrix for Transform (to the GameObject) */
        if(true == SpriteStudioData.UpdateGameObject(gameObject, ScriptRoot.FrameNoNow))
        {	/* Show the Sprite */
            DataMeshInformation.DataMesh = dataMesh;
            DataMeshInformation.DataTransform = transform;
            SpriteStudioData.DrawEntry(DataMeshInformation, ScriptRoot.FrameNoNow, ScriptRoot);
        }
    }
Exemple #2
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    void Update()
    {
        /* Create Mesh (when Mesh is Lost) */
        if (null == dataMesh)
        {
            MeshCreate();
        }
        if (null == DataMeshInformation)
        {
            DataMeshInformation = new Script_SpriteStudio_PartsRoot.InformationMeshData();
        }

        /* Update User-CallBack */
        SpriteStudioData.UpdateUserData(ScriptRoot.FrameNoNow, gameObject, ScriptRoot);

        /* Mesh-Data Update */
        SpriteStudioData.UpdateMesh(dataMesh, ScriptRoot.FrameNoNow, ScriptRoot);

        /* Set Matrix for Transform (to the GameObject) */
        if (true == SpriteStudioData.UpdateGameObject(gameObject, ScriptRoot.FrameNoNow))
        {               /* Show the Sprite */
            DataMeshInformation.DataMesh      = dataMesh;
            DataMeshInformation.DataTransform = transform;
            SpriteStudioData.DrawEntry(DataMeshInformation, ScriptRoot.FrameNoNow, ScriptRoot);
        }
    }
Exemple #3
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        public void DrawEntry(Script_SpriteStudio_PartsRoot.InformationMeshData MeshDataInformation, int FrameNo, Script_SpriteStudio_PartsRoot ScriptRoot)
        {
            float Priority  = (0 < AnimationDataPriority.Length) ? AnimationDataPriority[FrameNo] : 0.0f;
            int   TextureNo = (0 < AnimationDataCell.Length) ? AnimationDataCell[FrameNo].TextureNo : -1;

            MeshDataInformation.Priority = Priority + ((float)ID * (1.0f / 1000.0f));
            ScriptRoot.MeshAdd(TextureNo, KindBlendTarget, MeshDataInformation);
        }
 void Start()
 {
     MeshCreate();
     DataMeshInformation = new Script_SpriteStudio_PartsRoot.InformationMeshData();
 }
Exemple #5
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 void Start()
 {
     MeshCreate();
     DataMeshInformation = new Script_SpriteStudio_PartsRoot.InformationMeshData();
 }