Esempio n. 1
0
    static void ReplaceSprites(UIAtlas atlas, List <SpriteEntry> sprites)
    {
        // Get the list of sprites we'll be updating
        List <UISpriteData> spriteList = atlas.spriteList;
        List <UISpriteData> kept       = new List <UISpriteData>();

        // The atlas must be in pixels
        //atlas.coordinates = UIAtlas.Coordinates.Pixels;

        // Run through all the textures we added and add them as sprites to the atlas
        for (int i = 0; i < sprites.Count; ++i)
        {
            SpriteEntry  se     = sprites[i];
            UISpriteData sprite = AddSprite(spriteList, se);
            kept.Add(sprite);
        }

        // Remove unused sprites
        for (int i = spriteList.Count; i > 0;)
        {
            UISpriteData sp = spriteList[--i];
            if (!kept.Contains(sp))
            {
                spriteList.RemoveAt(i);
            }
        }
        atlas.MarkSpriteListAsChanged();
    }
Esempio n. 2
0
    static int MarkSpriteListAsChanged(IntPtr L)
    {
        LuaScriptMgr.CheckArgsCount(L, 1);
        UIAtlas obj = (UIAtlas)LuaScriptMgr.GetUnityObjectSelf(L, 1, "UIAtlas");

        obj.MarkSpriteListAsChanged();
        return(0);
    }
Esempio n. 3
0
 static public int MarkSpriteListAsChanged(IntPtr l)
 {
     try {
         UIAtlas self = (UIAtlas)checkSelf(l);
         self.MarkSpriteListAsChanged();
         pushValue(l, true);
         return(1);
     }
     catch (Exception e) {
         return(error(l, e));
     }
 }
Esempio n. 4
0
 static int MarkSpriteListAsChanged(IntPtr L)
 {
     try
     {
         ToLua.CheckArgsCount(L, 1);
         UIAtlas obj = (UIAtlas)ToLua.CheckObject <UIAtlas>(L, 1);
         obj.MarkSpriteListAsChanged();
         return(0);
     }
     catch (Exception e)
     {
         return(LuaDLL.toluaL_exception(L, e));
     }
 }