コード例 #1
0
        Entity LoadJellyfish()
        {
            Entity entity = new Entity("jellyfish");

            Transform transform = entity.AddComponent <Transform>();

            transform.Position = Screen.Center;

            SpriteAtlas    atlas    = SpriteAtlasLoader.ParseSpriteAtlas("Content/Mobs/Jellyfish/atlas/jellyfish.atlas", true);
            SpriteAnimator animator = new SpriteAnimator(atlas);

            entity.AddComponent(animator);

            transform.Origin = new Vector2(animator.TargetRectangle.Width * 0.5f, animator.TargetRectangle.Height * 0.5f);

            entity.AddComponent <Mover>();

            CircleCollider circleCollider = new CircleCollider();

            circleCollider.CollisionLayer = CollisionLayer.Jellyfish;
            entity.AddComponent(circleCollider);

            entity.AddComponent <Jellyfish>();

            return(entity);
        }
コード例 #2
0
        public const int TYPE_SELECTABLE_BIT    = 4;    // 按钮
        public static void RemoveOtherCs(GameObject go, int type)
        {
            SpriteBigLoader             bigLoader           = go.GetComponent <SpriteBigLoader>();
            SpriteAtlasLoader           altasLoader         = go.GetComponent <SpriteAtlasLoader>();
            SpriteSelectableAltasLoader selectableLoader    = go.GetComponent <SpriteSelectableAltasLoader>();
            SpriteSelectableBigLoader   selectableBigLoader = go.GetComponent <SpriteSelectableBigLoader>();

            if (bigLoader != null && type != TYPE_BIG_SPRITE)
            {
                UnityEngine.Object.DestroyImmediate(bigLoader);
            }

            if (altasLoader != null && type != TYPE_SPRITE)
            {
                UnityEngine.Object.DestroyImmediate(altasLoader);
            }

            if (selectableLoader != null && type != TYPE_SELECTABLE_SPRITE)
            {
                UnityEngine.Object.DestroyImmediate(selectableLoader);
            }

            if (selectableBigLoader != null && type != TYPE_SELECTABLE_BIT)
            {
                UnityEngine.Object.DestroyImmediate(selectableBigLoader);
            }
        }
コード例 #3
0
        Entity LoadPlayer()
        {
            Entity player = new Entity("player");

            Transform transform = new Transform();

            transform.Position = Screen.Center;
            player.AddComponent(transform);

            SpriteAtlas    atlas    = SpriteAtlasLoader.ParseSpriteAtlas("Content/Character/atlas/character.atlas", true);
            SpriteAnimator animator = new SpriteAnimator(atlas);

            animator.Play("idle");
            player.AddComponent(animator);

            transform.Origin = animator.TargetRectangle.Size * 0.5f;

            player.AddComponent <Mover>();

            PolygonCollider polygonCollider = new PolygonCollider();

            polygonCollider.CollisionLayer = CollisionLayer.Player;
            player.AddComponent <PolygonCollider>();

            player.AddComponent <Player>();

            return(player);
        }
コード例 #4
0
        // 处理Sprite中的图集
        private static void ExcuteAltas(Image img, string imgPath)
        {
            // 图集的处理方式
            SpriteAtlasLoader loader = GameObjectHelper.AddComponent <SpriteAtlasLoader>(img.gameObject);

            RemoveOtherCs(img.gameObject, TYPE_SPRITE);
            img.sprite           = null;
            loader._initComplete = false;
            loader._resPath      = imgPath;
            loader._spriteTag    = GetSpriteTag(imgPath);
        }
コード例 #5
0
    void Awake()
    {
        instance = this;

        //Load atlas
        sprites = Resources.LoadAll <Sprite>("EventAtlas");

        //Initialize lookup
        foreach (Sprite s in sprites)
        {
            spritesDict.Add(s.name, s);
        }
    }
コード例 #6
0
        /// <summary>
        /// Loads a SpriteAtlas created with the Sprite Atlas Packer tool
        /// </summary>
        public SpriteAtlas LoadSpriteAtlas(string name, bool premultiplyAlpha = false)
        {
            if (LoadedAssets.TryGetValue(name, out var asset))
            {
                if (asset is SpriteAtlas spriteAtlas)
                {
                    return(spriteAtlas);
                }
            }

            var atlas = SpriteAtlasLoader.ParseSpriteAtlas(name, premultiplyAlpha);

            LoadedAssets.Add(name, atlas);
            DisposableAssets.Add(atlas);

            return(atlas);
        }
コード例 #7
0
        /// <summary>
        /// Loads a SpriteAtlas created with the Sprite Atlas Packer tool
        /// </summary>
        public SpriteAtlas LoadSpriteAtlas(string name, bool premultiplyAlpha = false)
        {
            if (LoadedAssets.TryGetValue(name, out var asset))
            {
                if (asset is SpriteAtlas spriteAtlas)
                {
                    return(spriteAtlas);
                }
            }

            var atlasData = SpriteAtlasLoader.ParseSpriteAtlasData($"Content/{name}.atlas");
            var atlas     = atlasData.AsSpriteAtlas(ReadAsset <Texture2D>(name, null));

            LoadedAssets.Add(name, atlas);
            DisposableAssets.Add(atlas);

            return(atlas);
        }
コード例 #8
0
        Entity LoadSquid()
        {
            Entity entity = new Entity("squid");

            SpriteAtlas    spriteAtlas    = SpriteAtlasLoader.ParseSpriteAtlas("Content/Mobs/Squid/atlas/squid.atlas", true);
            SpriteAnimator spriteAnimator = new SpriteAnimator(spriteAtlas);

            entity.AddComponent(spriteAnimator);

            Transform transform = entity.AddComponent <Transform>();

            transform.Origin   = spriteAnimator.TargetRectangle.Size * 0.5f;
            transform.Position = new Vector2(Screen.Width * 0.5f, Screen.Height - 0.5f * spriteAnimator.TargetRectangle.Height);

            entity.AddComponent <Mover>();

            entity.AddComponent <Squid>();

            return(entity);
        }
コード例 #9
0
        void LoadTextureAndAtlasFiles()
        {
            if (_texturePtr != IntPtr.Zero)
            {
                Core.GetGlobalManager <ImGuiManager>().UnbindTexture(_texturePtr);
            }

            _spriteAtlasData.Clear();
            _nonEditableAnimations.Clear();
            _atlasAllowsAnimationEditing = true;
            _hasSlicedContent            = false;

            var _atlasTexture = Texture2D.FromStream(Core.GraphicsDevice, File.OpenRead(_sourceImageFile));

            _textureSize            = new Num.Vector2(_atlasTexture.Width, _atlasTexture.Height);
            _textureAspectRatio     = _textureSize.X / _textureSize.Y;
            _texturePtr             = Core.GetGlobalManager <ImGuiManager>().BindTexture(_atlasTexture);
            _textureLoadedThisFrame = true;

            if (File.Exists(_sourceAtlasFile))
            {
                _hasSlicedContent = true;
                _spriteAtlasData  = SpriteAtlasLoader.ParseSpriteAtlasData(_sourceAtlasFile, true);

                // ensure animations are contiguous, since that is all we support.
                // First check that all frames are in order in the animations
                for (var j = 0; j < _spriteAtlasData.AnimationFrames.Count; j++)
                {
                    var animation = _spriteAtlasData.AnimationFrames[j];
                    for (var i = 0; i < animation.Count; i++)
                    {
                        if (i == 0)
                        {
                            continue;
                        }

                        if (animation[i] != animation[i - 1] + 1)
                        {
                            _atlasAllowsAnimationEditing = false;
                            _nonEditableAnimations.Add(j);
                        }
                    }
                }

                // Next check that all frames are in order, ghetto style. We check that all the y-values of the rects
                // always increase or stay the same. Not perfect by any means, but we dont know if this is padded in some
                // odd way or contains sprites of odd sizes so this is a quick and dirty solution.
                var lastRectY = -1;
                for (var i = 0; i < _spriteAtlasData.SourceRects.Count; i++)
                {
                    if (i == 0 || lastRectY <= _spriteAtlasData.SourceRects[i].Y)
                    {
                        lastRectY = _spriteAtlasData.SourceRects[i].Y;
                        continue;
                    }

                    _atlasAllowsAnimationEditing = false;
                    return;
                }
            }
        }