Esempio n. 1
0
        internal override void LoadImage(UIConfig.ImageSettings imageSettings, byte[] filedata)
        {
            config = imageSettings;

            mgGif.Decoder decoder = new mgGif.Decoder(filedata);

            var img = decoder.NextImage();

            frameDelayMS = img.Delay;

            List <Texture2D> images = new List <Texture2D>();

            while (img != null)
            {
                Texture2D newtexture = img.CreateTexture(config.Filter);
                newtexture.hideFlags = HideFlags.HideAndDontSave;
                newtexture.DontDestroyOnLoad();

                images.Add(newtexture);
                img = decoder.NextImage();
            }

            textures    = images.ToArray();
            MainTexture = textures[0];
            AspectRatio = MainTexture.width / (float)MainTexture.height;

            AllElements.Add(this);
        }
Esempio n. 2
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        internal AnimatedImage(byte[] filedata, FilterMode filterMode = FilterMode.Bilinear)
        {
            mgGif.Decoder decoder = new mgGif.Decoder(filedata);

            var img = decoder.NextImage();

            frameDelayMS = img.Delay;
            SetSize(img.Width, img.Height);

            List <Texture2D> images = new List <Texture2D>();

            while (img != null)
            {
                images.Add(img.CreateTexture(filterMode));
                img = decoder.NextImage();
            }

            textures    = images.ToArray();
            MainTexture = textures[0];
        }
Esempio n. 3
0
        internal override void LoadImage(UIConfig.ImageSettings imageSettings, byte[] filedata)
        {
            config = imageSettings;

            mgGif.Decoder decoder = new mgGif.Decoder(filedata);

            var img = decoder.NextImage();

            frameDelayMS = img.Delay;

            List <Texture2D> images = new List <Texture2D>();

            while (img != null)
            {
                images.Add(img.CreateTexture(config.Filter));
                img = decoder.NextImage();
            }

            textures    = images.ToArray();
            MainTexture = textures[0];
            AspectRatio = MainTexture.width / (float)MainTexture.height;
        }