// Update private void Update( ) { #if UNITY_EDITOR if (Application.isPlaying) #endif { spriteAnimation.Update(Time.deltaTime); } #if UNITY_EDITOR else if (AnimationUtility.InAnimationMode() == false) { CheckIfAtlasDeleted( ); CheckIfMaterialChange( ); CheckIfTextureChange( ); CheckIfAnimationClipsDeleted( ); if (PrefabUtility.GetPrefabObject(gameObject) != null) { //Debug.Log( "Break" ); this.BreakResourcesConnection( ); } else if (this.NeedToBeRebuild( )) { //Debug.Log("Rebuild"); this.Regenerate(true); } else if (m_rSpriteData.HasSharedResources( )) { //Debug.Log("Break prefab resources connection"); this.Regenerate(true); // Force the whole regeneration to break connection } else if (this.HasAtlasBeenRefreshed( )) { //Debug.LogWarning("Update UVs"); this.UpdateUvs( ); } else if (m_rSpriteSettings.IsAtlasInvalid( )) { //Debug.LogWarning( "Atlas invalid"); this.SetDefaultAtlas( ); this.UpdateUvs( ); } if (this.GetComponent <SkinnedMeshRenderer>( ) != null && Uni2DEditorSmoothBindingGUI.CurrentBoneEditMode == Uni2DEditorSmoothBindingUtils.BoneEditMode.Posing && this.transform == Selection.activeTransform) { this.UpdatePosing( ); } } #endif }