GetSpriteIdByName() public method

public GetSpriteIdByName ( string name ) : int
name string
return int
    // Use this for initialization
    void Start()
    {
        if (viewCamera == null)
        {
            // Find a camera parent
            Transform node = transform;
            while (node && node.camera == null)
            {
                node = node.parent;
            }
            if (node && node.camera != null)
            {
                viewCamera = node.camera;
            }

            // See if a tk2dCamera exists
            if (viewCamera == null && tk2dCamera.inst)
            {
                viewCamera = tk2dCamera.inst.mainCamera;
            }

            // ...otherwise, use the main camera
            if (viewCamera == null)
            {
                viewCamera = Camera.main;
            }
        }

        sprite = GetComponent <tk2dBaseSprite>();

        // Further tests for sprite not being null aren't necessary, as the IDs will default to -1 in that case. Testing them will be sufficient
        if (sprite)
        {
            // Change this to use animated sprites if necessary
            // Same concept here, lookup Ids and call Play(xxx) instead of .spriteId = xxx
            if (buttonDownSprite.Length > 0)
            {
                buttonDownSpriteId = sprite.GetSpriteIdByName(buttonDownSprite);
            }
            if (buttonUpSprite.Length > 0)
            {
                buttonUpSpriteId = sprite.GetSpriteIdByName(buttonUpSprite);
            }
            if (buttonPressedSprite.Length > 0)
            {
                buttonPressedSpriteId = sprite.GetSpriteIdByName(buttonPressedSprite);
            }
        }

        if (collider == null)
        {
            BoxCollider newCollider     = gameObject.AddComponent <BoxCollider>();
            Vector3     colliderExtents = newCollider.extents;
            colliderExtents.z   = 0.2f;
            newCollider.extents = colliderExtents;
        }
    }
コード例 #2
0
ファイル: Tk2dSpriteSetId.cs プロジェクト: CoderBear/AAUnity
        void DoSetSpriteID()
        {
            if (_sprite == null)
            {
                LogWarning("Missing tk2dBaseSprite component: " + _sprite.gameObject.name);
                return;
            }


            int id = spriteID.Value;

            if (ORSpriteName.Value != "")
            {
                id = _sprite.GetSpriteIdByName(ORSpriteName.Value);
            }

            if (id != _sprite.spriteId)
            {
                _sprite.spriteId = id;
            }
        }
コード例 #3
0
 /// <summary>
 /// Call this when the sprite names have changed
 /// </summary>
 public void UpdateSpriteIds()
 {
     buttonDownSpriteId    = (buttonDownSprite.Length > 0)?sprite.GetSpriteIdByName(buttonDownSprite):-1;
     buttonUpSpriteId      = (buttonUpSprite.Length > 0)?sprite.GetSpriteIdByName(buttonUpSprite):-1;
     buttonPressedSpriteId = (buttonPressedSprite.Length > 0)?sprite.GetSpriteIdByName(buttonPressedSprite):-1;
 }
コード例 #4
0
ファイル: tk2dButton.cs プロジェクト: GennrichJ/GalaxyWars
    // Use this for initialization
    void Start()
    {
        if (viewCamera == null)
        {
            // Find a camera parent
            Transform node = transform;
            while (node && node.camera == null)
            {
                node = node.parent;
            }
            if (node && node.camera != null)
            {
                viewCamera = node.camera;
            }

            // See if a tk2dCamera exists
            if (viewCamera == null && tk2dCamera.inst)
            {
                viewCamera = tk2dCamera.inst.mainCamera;
            }

            // ...otherwise, use the main camera
            if (viewCamera == null)
            {
                viewCamera = Camera.main;
            }
        }

        sprite = GetComponent<tk2dBaseSprite>();

        // Further tests for sprite not being null aren't necessary, as the IDs will default to -1 in that case. Testing them will be sufficient
        if (sprite)
        {
            // Change this to use animated sprites if necessary
            // Same concept here, lookup Ids and call Play(xxx) instead of .spriteId = xxx
            if (buttonDownSprite.Length > 0) 	buttonDownSpriteId 		= sprite.GetSpriteIdByName(buttonDownSprite);
            if (buttonUpSprite.Length > 0) 		buttonUpSpriteId 		= sprite.GetSpriteIdByName(buttonUpSprite);
            if (buttonPressedSprite.Length > 0) buttonPressedSpriteId 	= sprite.GetSpriteIdByName(buttonPressedSprite);
        }

        if (collider == null)
        {
            BoxCollider newCollider = gameObject.AddComponent<BoxCollider>();
            Vector3 colliderExtents = newCollider.extents;
            colliderExtents.z = 0.2f;
            newCollider.extents = colliderExtents;
        }
    }
コード例 #5
0
        public static void Build()
        {
            GameObject reaper = UnityEngine.Object.Instantiate(PrefabDatabase.Instance.SuperReaper);

            reaper.SetActive(false);
            FakePrefab.MarkAsFakePrefab(reaper);
            UnityEngine.Object.DontDestroyOnLoad(reaper);
            SuperReaperController       controller       = reaper.GetComponent <SuperReaperController>();
            CustomSuperReaperController customController = reaper.AddComponent <CustomSuperReaperController>();

            customController.PreventShooting    = false;
            customController.BulletScript       = controller.BulletScript;
            customController.ShootPoint         = controller.ShootPoint;
            customController.ShootTimer         = controller.ShootTimer;
            customController.MinSpeed           = controller.MinSpeed;
            customController.MaxSpeed           = controller.MaxSpeed;
            customController.MinSpeedDistance   = controller.MinSpeedDistance;
            customController.MaxSpeedDistance   = controller.MaxSpeedDistance;
            customController.knockbackComponent = controller.knockbackComponent;
            Destroy(controller);
            List <AIBulletBank.Entry> entries = new List <AIBulletBank.Entry>();

            foreach (AIBulletBank.Entry bullet in customController.bulletBank.Bullets)
            {
                AIBulletBank.Entry entry = bullet.Clone(true, true, false, false);
                entries.Add(entry);
            }
            customController.bulletBank.Bullets.Clear();
            foreach (AIBulletBank.Entry bullet in entries)
            {
                customController.bulletBank.Bullets.Add(bullet);
            }
            customController.bulletBank.Bullets[0].BulletObject.GetComponent <Projectile>().BulletScriptSettings.preventPooling = true;
            customController.bulletBank.Bullets[0].ProjectileData.damage = 10f;
            customController.bulletBank.Bullets[0].BulletObject.GetComponent <Projectile>().GetAnySprite().SetSprite(ETGMod.Databases.Items.ProjectileCollection, ETGMod.Databases.Items.ProjectileCollection.GetSpriteIdByName("10x10_player_projectile_dark_002"));
            ETGMod.Databases.Items.ProjectileCollection.spriteDefinitions[customController.bulletBank.Bullets[0].BulletObject.GetComponent <Projectile>().GetAnySprite().spriteId] =
                PrefabDatabase.Instance.SuperReaper.GetComponent <SuperReaperController>().bulletBank.Bullets[0].BulletObject.GetComponent <Projectile>().GetAnySprite().GetCurrentSpriteDef().CopyDefinitionFrom();
            Material material = Toolbox.GetGunById(38).DefaultModule.projectiles[0].GetAnySprite().GetCurrentSpriteDef().material;

            ETGMod.Databases.Items.ProjectileCollection.spriteDefinitions[customController.bulletBank.Bullets[0].BulletObject.GetComponent <Projectile>().GetAnySprite().spriteId].material     = material;
            ETGMod.Databases.Items.ProjectileCollection.spriteDefinitions[customController.bulletBank.Bullets[0].BulletObject.GetComponent <Projectile>().GetAnySprite().spriteId].materialInst = material;
            ETGMod.Databases.Items.ProjectileCollection.spriteDefinitions[customController.bulletBank.Bullets[0].BulletObject.GetComponent <Projectile>().GetAnySprite().spriteId].name         = "10x10_player_projectile_dark_002";
            tk2dBaseSprite       sprite    = PrefabDatabase.Instance.SuperReaper.GetComponent <SuperReaperController>().bulletBank.Bullets[0].BulletObject.GetComponent <Projectile>().GetAnySprite();
            PixelCollider        pcollider = PrefabDatabase.Instance.SuperReaper.GetComponent <SuperReaperController>().bulletBank.Bullets[0].BulletObject.GetComponent <Projectile>().specRigidbody.PrimaryPixelCollider;
            tk2dSpriteDefinition tk2dSpriteDefinition;

            if (pcollider.BagleUseFirstFrameOnly && !string.IsNullOrEmpty(pcollider.SpecifyBagelFrame))
            {
                tk2dSpriteDefinition = sprite.Collection.GetSpriteDefinition(pcollider.SpecifyBagelFrame);
            }
            else
            {
                tk2dSpriteDefinition = sprite.GetTrueCurrentSpriteDef();
            }
            int num = (tk2dSpriteDefinition != null) ? sprite.GetSpriteIdByName(tk2dSpriteDefinition.name) : -1;
            BagelColliderData data = Toolbox.GetBagelColliders(num, sprite.Collection);

            ETGMod.Databases.Items.ProjectileCollection.SpriteIDsWithBagelColliders.Add(customController.bulletBank.Bullets[0].BulletObject.GetComponent <Projectile>().GetAnySprite().spriteId);
            ETGMod.Databases.Items.ProjectileCollection.SpriteDefinedBagelColliders.Add(data);
            customController.bulletBank.Bullets[0].BulletObject.GetComponent <Projectile>().specRigidbody.PrimaryPixelCollider.SpecifyBagelFrame = "";
            CustomSuperReaperController.friendlyReaperPrefab = reaper;
        }