// 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; }
// On init inspector public void OnInitInspector(Uni2DSprite a_rSpriteMesh) { SaveInspectorInitParameter(a_rSpriteMesh); // Parameters spriteTexture = a_rSpriteMesh.spriteTexture; textureAtlas = a_rSpriteMesh.textureAtlas; vertexColor = a_rSpriteMesh.VertexColor; physicMode = a_rSpriteMesh.physicMode; collisionType = a_rSpriteMesh.collisionType; isKinematic = a_rSpriteMesh.isKinematic; spriteScale = a_rSpriteMesh.spriteScale; pivotPointType = a_rSpriteMesh.pivotPointType; pivotPointCoords = a_rSpriteMesh.pivotPointCoords; alphaCutOff = a_rSpriteMesh.alphaCutOff; polygonizationAccuracy = a_rSpriteMesh.polygonizationAccuracy; polygonizeHoles = a_rSpriteMesh.polygonizeHoles; extrusionDepth = a_rSpriteMesh.extrusionDepth; // Info colliderTriangleCount = a_rSpriteMesh.GetColliderTriangleCount(); // Data spriteTextureWidth = a_rSpriteMesh.spriteTextureWidth; spriteTextureHeight = a_rSpriteMesh.spriteTextureHeight; spriteQuadMesh = a_rSpriteMesh.spriteQuadMesh; spriteQuadMaterial = a_rSpriteMesh.spriteQuadMaterial; meshCollidersList.Clear(); if(a_rSpriteMesh.meshCollidersList != null) { meshCollidersList.AddRange(a_rSpriteMesh.meshCollidersList); } meshCollidersRootGameObject = a_rSpriteMesh.meshCollidersRootGameObject; meshColliderComponentsList.Clear(); if(a_rSpriteMesh.meshColliderComponentsList != null) { meshColliderComponentsList.AddRange(a_rSpriteMesh.meshColliderComponentsList); } ms_bInspectorHasBeenInit = true; }
// Save inspector public void SaveInspectorInitParameter(Uni2DSprite a_rSpriteMesh) { // Parameters m_rSpriteTextureInit = a_rSpriteMesh.spriteTexture; m_rTextureAtlasInit = a_rSpriteMesh.textureAtlas; m_oVertexColorInit = a_rSpriteMesh.VertexColor; m_ePhysicModeInit = a_rSpriteMesh.physicMode; m_eCollisionTypeInit = a_rSpriteMesh.collisionType; m_bIsKinematicInit = a_rSpriteMesh.isKinematic; m_fSpriteScaleInit = a_rSpriteMesh.spriteScale; m_ePivotPointTypeInit = a_rSpriteMesh.pivotPointType; m_f2PivotPointCoordsInit = a_rSpriteMesh.pivotPointCoords; m_fAlphaCutOffInit = a_rSpriteMesh.alphaCutOff; m_fPolygonizationAccuracyInit = a_rSpriteMesh.polygonizationAccuracy; m_bPolygonizeHolesInit = a_rSpriteMesh.polygonizeHoles; m_fExtrusionDepthInit = a_rSpriteMesh.extrusionDepth; }
// 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; }