Exemple #1
0
        public void LoadFromSerializedProperty(SerializedProperty sp)
        {
            this.rect               = sp.FindPropertyRelative("m_Rect").rectValue;
            this.border             = sp.FindPropertyRelative("m_Border").vector4Value;
            this.name               = sp.FindPropertyRelative("m_Name").stringValue;
            this.alignment          = (SpriteAlignment)sp.FindPropertyRelative("m_Alignment").intValue;
            this.pivot              = SpriteEditorUtility.GetPivotValue(this.alignment, sp.FindPropertyRelative("m_Pivot").vector2Value);
            this.tessellationDetail = sp.FindPropertyRelative("m_TessellationDetail").floatValue;
            SerializedProperty outlineSP = sp.FindPropertyRelative("m_Outline");

            this.outline = SpriteRect.AcquireOutline(outlineSP);
        }
 private void RefreshRects()
 {
     if (this.m_RectsCache)
     {
         this.m_RectsCache.ClearAll();
         Undo.ClearUndo(this.m_RectsCache);
         UnityEngine.Object.DestroyImmediate(this.m_RectsCache);
     }
     this.m_RectsCache = ScriptableObject.CreateInstance <SpriteRectCache>();
     if (this.m_TextureImporterSprites != null)
     {
         if (this.multipleSprites)
         {
             for (int i = 0; i < this.m_TextureImporterSprites.arraySize; i++)
             {
                 SpriteRect spriteRect = new SpriteRect();
                 spriteRect.LoadFromSerializedProperty(this.m_TextureImporterSprites.GetArrayElementAtIndex(i));
                 this.m_RectsCache.AddRect(spriteRect);
                 EditorUtility.DisplayProgressBar(SpriteEditorWindow.SpriteEditorWindowStyles.loadProgressTitle.text, string.Format(SpriteEditorWindow.SpriteEditorWindowStyles.loadContentText.text, i, this.m_TextureImporterSprites.arraySize), (float)i / (float)this.m_TextureImporterSprites.arraySize);
             }
         }
         else if (this.validSprite)
         {
             SpriteRect spriteRect2 = new SpriteRect();
             spriteRect2.rect               = new Rect(0f, 0f, (float)this.m_Texture.width, (float)this.m_Texture.height);
             spriteRect2.name               = this.m_OriginalTexture.name;
             spriteRect2.alignment          = (SpriteAlignment)this.m_TextureImporterSO.FindProperty("m_Alignment").intValue;
             spriteRect2.border             = this.m_TextureImporter.spriteBorder;
             spriteRect2.pivot              = SpriteEditorUtility.GetPivotValue(spriteRect2.alignment, this.m_TextureImporter.spritePivot);
             spriteRect2.tessellationDetail = this.m_TextureImporterSO.FindProperty("m_SpriteTessellationDetail").floatValue;
             SerializedProperty outlineSP = this.m_TextureImporterSO.FindProperty("m_SpriteSheet.m_Outline");
             spriteRect2.outline = SpriteRect.AcquireOutline(outlineSP);
             SerializedProperty outlineSP2 = this.m_TextureImporterSO.FindProperty("m_SpriteSheet.m_PhysicsShape");
             spriteRect2.physicsShape = SpriteRect.AcquireOutline(outlineSP2);
             this.m_RectsCache.AddRect(spriteRect2);
         }
         EditorUtility.ClearProgressBar();
         if (this.m_RectsCache.Count > 0)
         {
             this.selectedSpriteRect = this.m_RectsCache.RectAt(0);
         }
     }
 }