예제 #1
0
    public virtual void SetWindingOrder(SpriteRoot.WINDING_ORDER winding)
    {
/*		Commented out because this should now be taken care of
 *		by the fact we now reverse the x position of the vertices.
 *
 *              if (winding == SpriteRoot.WINDING_ORDER.CCW)
 *              {
 *                      // Counter-clockwise:
 *                      m_faces[0] = 0;	//	0_ 2			0 ___ 3
 *                      m_faces[1] = 1;	//  | /		Verts:	 |	/|
 *                      m_faces[2] = 3;	// 1|/				1|/__|2
 *
 *                      m_faces[3] = 3;	//	  3
 *                      m_faces[4] = 1;	//   /|
 *                      m_faces[5] = 2;	// 4/_|5
 *              }
 *              else
 */
        {
            // Clock-wise:
            m_faces[0] = 0;             //	0_ 1			0 ___ 3
            m_faces[1] = 3;             //  | /		Verts:	 |	/|
            m_faces[2] = 1;             // 2|/				1|/__|2

            m_faces[3] = 3;             //	  3
            m_faces[4] = 2;             //   /|
            m_faces[5] = 1;             // 5/_|4
        }

        if (m_mesh != null)
        {
            m_mesh.triangles = m_faces;
        }
    }
예제 #2
0
 public void SetWindingOrder(SpriteRoot.WINDING_ORDER order)
 {
     this.winding = order;
     if (!this.managed && this.m_spriteMesh != null)
     {
         ((SpriteMesh)this.m_spriteMesh).SetWindingOrder(order);
     }
 }
예제 #3
0
 public virtual void SetWindingOrder(SpriteRoot.WINDING_ORDER winding)
 {
     this.m_faces[0] = 0;
     this.m_faces[1] = 3;
     this.m_faces[2] = 1;
     this.m_faces[3] = 3;
     this.m_faces[4] = 2;
     this.m_faces[5] = 1;
     if (this.m_mesh != null)
     {
         this.m_mesh.triangles = this.m_faces;
     }
 }
예제 #4
0
 public virtual void Copy(SpriteRoot s)
 {
     if (!this.managed)
     {
         if (this.m_spriteMesh != null && s.spriteMesh != null)
         {
             ((SpriteMesh)this.m_spriteMesh).material = s.spriteMesh.material;
         }
         else if (!s.managed)
         {
             base.renderer.sharedMaterial = s.renderer.sharedMaterial;
         }
     }
     this.drawLayer = s.drawLayer;
     if (s.renderCamera != null)
     {
         this.SetCamera(s.renderCamera);
     }
     if (this.renderCamera == null)
     {
         this.renderCamera = Camera.main;
     }
     if (this.m_spriteMesh != null)
     {
         if (this.m_spriteMesh.texture != null)
         {
             this.SetPixelToUV(this.m_spriteMesh.texture);
         }
         else if (!this.managed)
         {
             ((SpriteMesh)this.m_spriteMesh).material = base.renderer.sharedMaterial;
             this.SetPixelToUV(this.m_spriteMesh.texture);
         }
     }
     this.plane             = s.plane;
     this.winding           = s.winding;
     this.offset            = s.offset;
     this.anchor            = s.anchor;
     this.bleedCompensation = s.bleedCompensation;
     this.autoResize        = s.autoResize;
     this.pixelPerfect      = s.pixelPerfect;
     this.uvRect            = s.uvRect;
     this.scaleFactor       = s.scaleFactor;
     this.topLeftOffset     = s.topLeftOffset;
     this.bottomRightOffset = s.bottomRightOffset;
     this.width             = s.width;
     this.height            = s.height;
     this.m_sprTile         = s.m_sprTile;
     this.m_v3TotalVertices = s.m_v3TotalVertices;
     this.SetColor(s.color);
 }
 public virtual void Mirror(SpriteRoot s)
 {
     this.managed           = s.managed;
     this.manager           = s.manager;
     this.drawLayer         = s.drawLayer;
     this.plane             = s.plane;
     this.winding           = s.winding;
     this.width             = s.width;
     this.height            = s.height;
     this.bleedCompensation = s.bleedCompensation;
     this.anchor            = s.anchor;
     this.offset            = s.offset;
     this.color             = s.color;
     this.pixelPerfect      = s.pixelPerfect;
     this.autoResize        = s.autoResize;
     this.renderCamera      = s.renderCamera;
     this.hideAtStart       = s.hideAtStart;
 }