Exemple #1
0
    // 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;
    }
Exemple #2
0
 // Shallow copy constructor
 public Uni2DEditorSpriteData(Uni2DEditorSpriteData a_rSpriteData)
 {
     this.spriteWidth        = a_rSpriteData.spriteWidth;
     this.spriteHeight       = a_rSpriteData.spriteHeight;
     this.renderMesh         = a_rSpriteData.renderMesh;
     this.renderMeshMaterial = a_rSpriteData.renderMeshMaterial;
     this.generatedMaterial  = a_rSpriteData.generatedMaterial;
     this.renderMeshVertices = a_rSpriteData.renderMeshVertices;
     this.renderMeshUVs      = a_rSpriteData.renderMeshUVs;
     this.pivotCoords        = a_rSpriteData.pivotCoords;
     this.scaleMode          = a_rSpriteData.scaleMode;
     this.scale                       = a_rSpriteData.scale;
     this.scaleNotUniform             = a_rSpriteData.scaleNotUniform;
     this.colliderTriangleCount       = a_rSpriteData.colliderTriangleCount;
     this.meshCollidersRootGameObject = a_rSpriteData.meshCollidersRootGameObject;
     this.meshCollidersList           = new List <Mesh>(a_rSpriteData.meshCollidersList);
     this.meshColliderComponentsList  = new List <MeshCollider>(a_rSpriteData.meshColliderComponentsList);
             #if AFTER_UNITY_4_3
     this.polygonCollider2D = a_rSpriteData.polygonCollider2D;
     this.mesh2D            = a_rSpriteData.mesh2D;
             #endif
     //this.physicIsDirty = a_rSpriteData.physicIsDirty;
 }
	// 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;
	}
	// Shallow copy constructor
	public Uni2DEditorSpriteData( Uni2DEditorSpriteData a_rSpriteData )
	{
		this.spriteWidth                 = a_rSpriteData.spriteWidth;
		this.spriteHeight                = a_rSpriteData.spriteHeight;
		this.renderMesh                  = a_rSpriteData.renderMesh;
		this.renderMeshMaterial          = a_rSpriteData.renderMeshMaterial;
		this.generatedMaterial			 = a_rSpriteData.generatedMaterial;
		this.renderMeshVertices          = a_rSpriteData.renderMeshVertices;
		this.renderMeshUVs               = a_rSpriteData.renderMeshUVs;
		this.pivotCoords                 = a_rSpriteData.pivotCoords;
		this.scaleMode                   = a_rSpriteData.scaleMode;
		this.scale                       = a_rSpriteData.scale;
		this.scaleNotUniform             = a_rSpriteData.scaleNotUniform;
		this.colliderTriangleCount       = a_rSpriteData.colliderTriangleCount;
		this.meshCollidersRootGameObject = a_rSpriteData.meshCollidersRootGameObject;
		this.meshCollidersList           = new List<Mesh>( a_rSpriteData.meshCollidersList );
		this.meshColliderComponentsList  = new List<MeshCollider>( a_rSpriteData.meshColliderComponentsList );
		#if AFTER_UNITY_4_3
		this.polygonCollider2D = a_rSpriteData.polygonCollider2D;
		this.mesh2D = a_rSpriteData.mesh2D;
		#endif
		//this.physicIsDirty = a_rSpriteData.physicIsDirty;
	}