コード例 #1
0
    public void UpdateSpriteTexture()
    {
        if (UpdateSpriteMaterial() == false)
        {
            return;
        }
        NcSpriteFactory ncSpriteFactory = m_NcSpriteFactoryPrefab.GetComponent <NcSpriteFactory>();

        ncSpriteFactory.UpdateNcSpriteTexture(m_nSpriteFactoryIndex, this);
        ncSpriteFactory.UpdateUvScale(m_nSpriteFactoryIndex, transform);
        m_EffectObject = ncSpriteFactory.CreateSpriteEffect(m_nSpriteFactoryIndex, transform);

        if (UpdateMeshUVs(new Rect(m_fOffsetX, m_fOffsetY, m_fTilingX, m_fTilingY)) == false)
        {
//          Debug.Log("m_Renderer.material");
            renderer.material.mainTextureScale  = new Vector2(m_fTilingX, m_fTilingY);
            renderer.material.mainTextureOffset = new Vector2(m_fOffsetX, m_fOffsetY);
        }
    }
コード例 #2
0
    void UpdateSpriteTexture(bool bShowEffect)
    {
        if (!UpdateSpriteMaterial())
        {
            return;
        }
        if (!m_NcSpriteFactoryCom.IsValidFactory())
        {
            return;
        }
        if (m_NcSpriteFrameInfos.Length == 0)
        {
            SetSpriteFactoryIndex(m_nSpriteFactoryIndex, m_nFrameIndex, false);
        }

        if (m_MeshFilter == null)
        {
            if (gameObject.GetComponent <MeshFilter>() != null)
            {
                m_MeshFilter = gameObject.GetComponent <MeshFilter>();
            }
            else
            {
                m_MeshFilter = gameObject.AddComponent <MeshFilter>();
            }
        }

        NcSpriteFactory.CreatePlane(m_MeshFilter, m_fUvScale, m_NcSpriteFrameInfos[m_nFrameIndex], false, m_AlignType,
                                    m_MeshType, m_fShowRate);
        NcSpriteFactory.UpdateMeshUVs(m_MeshFilter, m_NcSpriteFrameInfos[m_nFrameIndex].m_TextureUvOffset, m_AlignType,
                                      m_fShowRate);
        //      {
        // //           Debug.Log("m_Renderer.material");
        //          renderer.material.mainTextureScale	= new Vector2(m_fTilingX, m_fTilingY);
        //          renderer.material.mainTextureOffset	= new Vector2(m_fOffsetX, m_fOffsetY);
        //      }

        if (bShowEffect)
        {
            m_EffectObject = m_NcSpriteFactoryCom.CreateSpriteEffect(m_nSpriteFactoryIndex, transform);
        }
    }