private void createOverLayer(string spriteName) { _overSpr = new tk2dSprite[_needNum]; for (int i = 0; i < _needNum; ++i) { GameObject tempGobj = new GameObject("overBG"); tk2dSprite spr = tempGobj.AddComponent <tk2dSprite>(); tk2dSpriteCollectionData tScd = GameManager.resourceManager.getSpriteCollection(spriteName); spr.SetSprite(tScd, tScd.GetSpriteIdByName(spriteName)); spr.renderer.material = tScd.FirstValidDefinition.material; spr.Build(); tempGobj.transform.parent = _transforms[i]; _v = tempGobj.transform.localPosition; _v.x = 0.0f; _v.y = 0.0f; _v.z = -0.1f; tempGobj.transform.localPosition = _v; _overSpr[i] = spr; spr.color = new Color(1.0f, 1.0f, 1.0f, 0.0f); } }
void DrawInstanceGUI() { if (GUILayout.Button("Edit")) { foreach (var v in batcher.batchedSprites) { GameObject go = new GameObject(v.name); go.transform.parent = batcher.transform; go.transform.localPosition = v.position; go.transform.localRotation = v.rotation; tk2dSprite s = go.AddComponent <tk2dSprite>(); s.collection = batcher.spriteCollection; s.Build(); s.spriteId = v.spriteId; s.EditMode__CreateCollider(); // needed to recreate the collider after setting spriteId s.scale = v.localScale; s.pixelPerfect = v.alwaysPixelPerfect; s.color = v.color; } batcher.transform.localScale = batcher.scale; batcher.batchedSprites = null; batcher.Build(); EditorUtility.SetDirty(target); } batcher.scale = EditorGUILayout.Vector3Field("Scale", batcher.scale); }
public override void Generate() { // Grabs Ship information int id = gameObject.transform.parent.GetComponent <Ship>().GetID(); int Size = gameObject.transform.parent.GetComponent <Ship>().GetSize(); float ShipHeight = 0; GenerateColor(); for (int index = 0; index < Size; index++) { // Add gameobject and sprite component GameObject temp = new GameObject(); temp.name = index.ToString(); temp.transform.parent = gameObject.transform; temp.AddComponent <tk2dSprite>(); tk2dSprite tempSprite = temp.GetComponent <tk2dSprite>(); // Find Suitable ID id = Utility.Wrap <int>(id, 0, collection.spriteCollection.spriteDefinitions.Length - 1); while (collection.spriteCollection.spriteDefinitions[id].name == "") { id += (int)Random.Range(0, 4); id = Utility.Wrap <int>(id, 0, collection.spriteCollection.Count - 1); } // Create Sprite tempSprite.SwitchCollectionAndSprite(collection.spriteCollection, id); tempSprite.Build(); // Choose Location to position new Sprite // Based on the progress of the height of the ship, place a // sprite just above the previously placed midsection sprite. float randomNumber = 0; float heightSpace = 0; if (ShipHeight != 0) { heightSpace = ShipHeight + tempSprite.GetBounds().size.y; randomNumber = Random.Range(heightSpace - heightSpace / 5, heightSpace - heightSpace / 9); ShipHeight += randomNumber - ShipHeight; } else { ShipHeight += tempSprite.GetBounds().size.y; randomNumber = Random.Range(ShipHeight / 5, Mathf.Abs(ShipHeight - ShipHeight / 9)); temp.transform.localPosition = new Vector3(0, .1f, .025f + index * .025f); id += (int)Random.Range(0, 4); temp.renderer.material.SetColor("_Color", color); continue; } temp.transform.localPosition += new Vector3(0, randomNumber, .025f + index * .025f); id += (int)Random.Range(0, 4); temp.renderer.material.SetColor("_Color", color); } DuplicateToOtherHalf(); }
public void Setup(SpriteFlatData data) { _data = data; _sprite = gameObject.AddComponent <tk2dSprite>(); _sprite.SwitchCollectionAndSprite(data.data, 0); _sprite.Build(); _dimensionsInit = new Vector3(data.regionWidth, data.regionHeight, 1f); dimensions = new Vector3(data.width, data.height, 1f); }
public void Setup(SpriteFlatData data) { _data = data; _sprite = gameObject.AddComponent<tk2dSprite>(); _sprite.SwitchCollectionAndSprite(data.data, 0); _sprite.Build(); _dimensionsInit = new Vector3(data.regionWidth, data.regionHeight, 1f); dimensions = new Vector3(data.width, data.height, 1f); }
static void DoCreateSpriteObject() { tk2dSpriteGuiUtility.GetSpriteCollectionAndCreate((sprColl) => { GameObject go = tk2dEditorUtility.CreateGameObjectInScene("Sprite"); tk2dSprite sprite = go.AddComponent <tk2dSprite>(); sprite.SetSprite(sprColl, sprColl.FirstValidDefinitionIndex); sprite.GetComponent <Renderer>().material = sprColl.FirstValidDefinition.material; sprite.Build(); Selection.activeGameObject = go; Undo.RegisterCreatedObjectUndo(go, "Create Sprite"); }); }
static void DoCreateSpriteObject() { tk2dSpriteCollectionData sprColl = null; if (sprColl == null) { // try to inherit from other Sprites in scene tk2dSprite spr = GameObject.FindObjectOfType(typeof(tk2dSprite)) as tk2dSprite; if (spr) { sprColl = spr.collection; } } if (sprColl == null) { tk2dSpriteCollectionIndex[] spriteCollections = tk2dEditorUtility.GetOrCreateIndex().GetSpriteCollectionIndex(); foreach (var v in spriteCollections) { GameObject scgo = AssetDatabase.LoadAssetAtPath(AssetDatabase.GUIDToAssetPath(v.spriteCollectionDataGUID), typeof(GameObject)) as GameObject; var sc = scgo.GetComponent <tk2dSpriteCollectionData>(); if (sc != null && sc.spriteDefinitions != null && sc.spriteDefinitions.Length > 0) { sprColl = sc; break; } } if (sprColl == null) { EditorUtility.DisplayDialog("Create Sprite", "Unable to create sprite as no SpriteCollections have been found.", "Ok"); return; } } GameObject go = tk2dEditorUtility.CreateGameObjectInScene("Sprite"); tk2dSprite sprite = go.AddComponent <tk2dSprite>(); sprite.collection = sprColl; sprite.renderer.material = sprColl.FirstValidDefinition.material; sprite.Build(); Selection.activeGameObject = go; Undo.RegisterCreatedObjectUndo(go, "Create Sprite"); }
public override void Generate() { // Grabs Ship information int id = gameObject.transform.parent.GetComponent <Ship>().GetID(); int Size = gameObject.transform.parent.GetComponent <Ship>().GetSize(); int extentsionCount = (int)Random.Range(1, Size); GenerateColor(); for (int index = 0; index < extentsionCount; index++) { // Add gameobject and sprite component GameObject temp = new GameObject(); temp.name = index.ToString(); temp.transform.parent = gameObject.transform; temp.AddComponent <tk2dSprite>(); tk2dSprite tempSprite = temp.GetComponent <tk2dSprite>(); // Find Suitable ID id = Utility.Wrap <int>(id, 0, collection.spriteCollection.spriteDefinitions.Length - 1); while (collection.spriteCollection.spriteDefinitions[id].name == "") { id += (int)Random.Range(0, 4); id = Utility.Wrap <int>(id, 0, collection.spriteCollection.Count - 1); } // Create Sprite tempSprite.SwitchCollectionAndSprite(collection.spriteCollection, id); tempSprite.Build(); // Choose Location to position new Sprite // Place in the middle of selected Last Midsection or Extension string placement = (Random.Range(0f, 1f) > .5f) ? "Extension" : "MidSection"; int count = gameObject.transform.parent.FindChild(placement).GetChildCount(); Transform midSection = gameObject.transform.parent.FindChild(placement).GetChild(count - 1); Vector3 spacing = midSection.GetComponent <tk2dSprite>().GetBounds().size / 3; spacing.y = -spacing.y; spacing.z = .05f; temp.transform.localPosition = midSection.position + spacing; temp.renderer.material.SetColor("_Color", color); } DuplicateToOtherHalf(); }
static void DoCreateSpriteObject() { tk2dSpriteCollectionData sprColl = null; if (sprColl == null) { // try to inherit from other Sprites in scene tk2dSprite spr = GameObject.FindObjectOfType(typeof(tk2dSprite)) as tk2dSprite; if (spr) { sprColl = spr.collection; } } if (sprColl == null) { tk2dSpriteCollectionData[] spriteCollections = tk2dEditorUtility.GetOrCreateIndex().GetSpriteCollectionData(); foreach (var v in spriteCollections) { sprColl = v; } if (sprColl == null) { EditorUtility.DisplayDialog("Create Sprite", "Unable to create sprite as no SpriteCollections have been found.", "Ok"); return; } } GameObject go = tk2dEditorUtility.CreateGameObjectInScene("Sprite"); tk2dSprite sprite = go.AddComponent <tk2dSprite>(); sprite.collection = sprColl; sprite.renderer.material = sprColl.spriteDefinitions[0].material; sprite.Build(); }
/// <summary> /// Let's attach a tk2d sprite. /// </summary> /// <param name="targetGameObject">The game object to attach to.</param> public void AttachTk2dSprite(GameObject targetGameObject, tk2dSpriteCollectionData spriteCollectionData) { // sanity. if (targetGameObject == null || tk2dSpriteName == null || spriteCollectionData == null) { return; } // triple check the sprite definitions... this is madness... this is SPARTA! List <tk2dSpriteDefinition> spriteDefinitions = new List <tk2dSpriteDefinition>(spriteCollectionData.spriteDefinitions); tk2dSpriteDefinition spriteDef = spriteDefinitions.Find(each => each.name == tk2dSpriteName); if (spriteDef == null || spriteDef.name == "") { // this condition should never happen because we're finding the definition by name... // if we do trip it up, then, at least don't die a horrible death. return; } // lookup the index int spriteIndex = spriteDefinitions.IndexOf(spriteDef); // create a tk2dsprite tk2dSprite spriteComponent = targetGameObject.AddComponent <tk2dSprite>() as tk2dSprite; // set the sprite based on the index because it's safer that way... :( spriteComponent.SetSprite(spriteCollectionData, spriteIndex); // update the sorting layer spriteComponent.GetComponent <Renderer>().sortingLayerName = sortingLayerName; spriteComponent.SortingOrder = sortingOrder; spriteComponent.Build(); // set visibility spriteComponent.GetComponent <Renderer>().enabled = isVisible; }
public override void OnInspectorGUI() { tk2dStaticSpriteBatcher batcher = (tk2dStaticSpriteBatcher)target; if (batcher.batchedSprites == null || batcher.batchedSprites.Length == 0) { if (GUILayout.Button("Commit")) { List <tk2dSprite> sprites = new List <tk2dSprite>(); tk2dSpriteCollectionData scd = null; for (int i = 0; i < batcher.transform.childCount; ++i) { Transform t = batcher.transform.GetChild(i); tk2dSprite s = t.GetComponent <tk2dSprite>(); if (s) { if (scd == null) { scd = s.collection; } if (scd != s.collection) { EditorUtility.DisplayDialog("StaticSpriteBatcher", "Error: Multiple sprite collections found", "Ok"); return; } if (scd.allowMultipleAtlases) { EditorUtility.DisplayDialog("StaticSpriteBatcher", "Error: Sprite collections with multiple atlases not allowed", "Ok"); return; } sprites.Add(s); } } // sort sprites, smaller to larger z sprites.Sort((a, b) => b.transform.localPosition.z.CompareTo(a.transform.localPosition.z)); batcher.spriteCollection = scd; batcher.batchedSprites = new tk2dBatchedSprite[sprites.Count]; int currBatchedSprite = 0; foreach (var s in sprites) { tk2dBatchedSprite bs = new tk2dBatchedSprite(); bs.name = s.gameObject.name; bs.color = s.color; bs.localScale = s.scale; bs.position = s.transform.localPosition; bs.rotation = s.transform.localRotation; bs.spriteId = s.spriteId; bs.alwaysPixelPerfect = s.pixelPerfect; batcher.batchedSprites[currBatchedSprite++] = bs; GameObject.DestroyImmediate(s.gameObject); } batcher.Build(); EditorUtility.SetDirty(target); } } else { if (GUILayout.Button("Edit")) { foreach (var v in batcher.batchedSprites) { GameObject go = new GameObject(v.name); go.transform.parent = batcher.transform; go.transform.localPosition = v.position; go.transform.localRotation = v.rotation; tk2dSprite s = go.AddComponent <tk2dSprite>(); s.collection = batcher.spriteCollection; s.Build(); s.spriteId = v.spriteId; s.EditMode__CreateCollider(); // needed to recreate the collider after setting spriteId s.scale = v.localScale; s.pixelPerfect = v.alwaysPixelPerfect; s.color = v.color; } batcher.batchedSprites = null; batcher.Build(); EditorUtility.SetDirty(target); } } }
void DrawInstanceGUI() { if (GUILayout.Button("Edit")) { Vector3 batcherPos = batcher.transform.position; Quaternion batcherRotation = batcher.transform.rotation; batcher.transform.position = Vector3.zero; batcher.transform.rotation = Quaternion.identity; Dictionary <int, Transform> parents = new Dictionary <int, Transform>(); List <Transform> children = new List <Transform>(); int id = 0; foreach (var v in batcher.batchedSprites) { GameObject go = new GameObject(v.name); go.transform.localPosition = v.position; go.transform.localRotation = v.rotation; if (v.spriteId != -1) { tk2dSprite s = go.AddComponent <tk2dSprite>(); s.collection = batcher.spriteCollection; s.Build(); s.spriteId = v.spriteId; s.EditMode__CreateCollider(); // needed to recreate the collider after setting spriteId s.scale = v.localScale; s.pixelPerfect = v.alwaysPixelPerfect; s.color = v.color; } parents[id++] = go.transform; children.Add(go.transform); } int idx = 0; foreach (var v in batcher.batchedSprites) { Transform parent = batcher.transform; if (v.parentId != -1) { parents.TryGetValue(v.parentId, out parent); } children[idx].parent = parent; ++idx; } batcher.transform.localScale = batcher.scale; batcher.batchedSprites = null; batcher.Build(); EditorUtility.SetDirty(target); batcher.transform.position = batcherPos; batcher.transform.rotation = batcherRotation; } batcher.scale = EditorGUILayout.Vector3Field("Scale", batcher.scale); }
public void create(int scrollType, float scrollSpeed, Transform parent, string spriteName, float depth, bool useOverLayer = false) { _scrollSpeed = scrollSpeed; // 첫번째 이미지를 가져온다... GameObject gobj = new GameObject("background"); gobj.transform.parent = parent; // tk2dSprite spr = gobj.AddComponent <tk2dSprite>(); tk2dSpriteCollectionData scd = GameManager.resourceManager.getSpriteCollection(spriteName); spr.SetSprite(scd, scd.FirstValidDefinitionIndex); spr.renderer.material = scd.FirstValidDefinition.material; spr.Build(); _scrollType = scrollType; _width = spr.GetBounds().extents.x *2.0f; _height = spr.GetBounds().extents.y *2.0f; _needNum = Mathf.RoundToInt((GameManager.me.tk2dGameCamera.targetResolution.y) / _height) + 2; _indexNum = new int[_needNum]; _sprites = new tk2dSprite[_needNum]; _transforms = new Transform[_needNum]; _vectors = new Vector3[_needNum]; _tempNum = new int[_needNum]; int i = 0; for (i = 0; i < _needNum; ++i) { _vectors[i] = Vector3.zero; if (i == 0) { _sprites[i] = spr; } else { GameObject tempGobj = new GameObject("background"); tempGobj.transform.parent = parent; // _sprites[i] = tempGobj.AddComponent <tk2dSprite>(); tk2dSpriteCollectionData tScd = GameManager.resourceManager.getSpriteCollection(spriteName); _sprites[i].SetSprite(tScd, tScd.GetSpriteIdByName(spriteName)); _sprites[i].renderer.material = tScd.FirstValidDefinition.material; _sprites[i].Build(); } _indexNum[i] = i; _transforms[i] = _sprites[i].transform; } _vectors[0] = _transforms[0].position; _vectors[0].x = GameManager.me.tk2dGameCamera.targetResolution.x / 2.0f; _vectors[0].y = GameManager.me.tk2dGameCamera.targetResolution.y / 2.0f; _vectors[0].z = depth; for (i = 0; i < _needNum; ++i) { _transforms[i].position = _vectors[0]; } _hasOverLayer = useOverLayer; if (useOverLayer) { createOverLayer(spriteName); } //createOverLayer(spriteName); resetPosition(); }
void setSpriteByIndex(int index) { comboSprite.SetSprite("x" + index.ToString()); comboSprite.Build(); }