コード例 #1
0
    // MonoBehaviour callbacks.

    /**
     * @brief Constructor.
     *
     */
    protected virtual void Awake()
    {
        renderer                   = (MeshRenderer)base.GetComponent <Renderer>();
        renderer.hideFlags         = HideFlags.HideInInspector | HideFlags.NotEditable;
        renderer.shadowCastingMode = ShadowCastingMode.Off;
        renderer.receiveShadows    = false;
        renderer.useLightProbes    = false;
        renderer.enabled           = false;

        meshFilter           = GetComponent <MeshFilter>();
        meshFilter.hideFlags = HideFlags.HideInInspector | HideFlags.NotEditable;

        vertices = new Vector3[] {};
        uv       = new Vector2[] {};
        uv2      = new Vector2[] {};
        colors   = new Color32[] {};

        if ((meshFilter.sharedMesh == null) || !RegisterMesh(meshFilter.sharedMesh))
        {
            mesh            = new Mesh();
            mesh.name       = "Tile Grid";
            meshFilter.mesh = mesh;
            regenerateMesh  = true;
            RegisterMesh(mesh);
        }
        else
        {
            mesh = meshFilter.sharedMesh;
        }

        flippedHorizontally = m_flipHorizontal;
        flippedVertically   = m_flipVertical;

        AddTexRef(m_sprite, this);

        #if UNITY_EDITOR
        if (!regenerateMesh && !Application.isPlaying)
        {
            // The tile texture may have been changed while this object has been inactive or even
            // not loaded at all. So we need to check the timestamp and update UV if needed.
            long timestamp     = 0;
            int  currentTsHigh = 0,
                 currentTsLow  = 0;
            if ((m_sprite != null) && (m_sprite.texture != null))
            {
                timestamp     = AssetMetaCache.GetTimestamp(m_sprite.texture);
                currentTsHigh = (int)(timestamp >> 32);
                currentTsLow  = (int)(timestamp & 0xFFFFFFFF);
            }
            if ((currentTsLow != timestampLow) || (currentTsHigh != timestampHigh))
            {
                regenerateMesh = true;
                timestampLow   = currentTsLow;
                timestampHigh  = currentTsHigh;
            }
        }
        #endif

        initialised = true;
    }
コード例 #2
0
 void UpdateTexTimestamp()
 {
     #if UNITY_EDITOR
     if ((m_sprite != null) && (m_sprite.texture != null))
     {
         long texTimestamp = AssetMetaCache.GetTimestamp(m_sprite.texture);
         timestampHigh = (int)(texTimestamp >> 32);
         timestampLow  = (int)(texTimestamp & 0xFFFFFFFF);
     }
     else
     {
         timestampHigh = 0;
         timestampLow  = 0;
     }
     #endif
 }
コード例 #3
0
 void OnPostprocessTexture(Texture2D _tex)
 {
     AssetMetaCache.UpdateMetaInfo(assetImporter.assetPath);
 }