Пример #1
0
 public static void AddEffectSprite(string spriteName, string path)
 {
     Action <UnityEngine.Object> callback = (asset) =>
     {
         if (asset != null)
         {
             GameObject  go     = asset as GameObject;
             SpriteAsset sa     = go.GetComponent <SpriteAsset>();
             Sprite      sprite = sa.GetSpriteByName(spriteName);
             if (sprite == null)
             {
                 Debug.LogWarning("The sprite asset " + spriteName + " not in Atlas");
             }
             else
             {
                 if (!effectsMap.ContainsKey(spriteName))
                 {
                     effectsMap.Add(spriteName, sprite);
                 }
             }
         }
         else
         {
             Debug.LogWarning("Failed to load Font " + spriteName);
         }
     };
     //AssetUtility.ResourceManager.AsyncLoadResourceAndCleanUp(path, false, false, callback);
 }
Пример #2
0
    public static void AddEffectSpriteObj(string spriteName, GameObject resObj)
    {
        if (effectsMap.ContainsKey(spriteName))
        {
            return;
        }
        if (resObj == null)
        {
            return;
        }

        SpriteAsset sa = resObj.GetComponent <SpriteAsset>();

        if (sa == null)
        {
            return;
        }

        Sprite sprite = sa.GetSpriteByName(spriteName);

        if (sprite == null)
        {
            Debug.LogWarning("The sprite asset " + spriteName + " not in Atlas");
        }
        else
        {
            effectsMap.Add(spriteName, sprite);
        }
    }
Пример #3
0
 static int GetSpriteByName(IntPtr L)
 {
     try
     {
         ToLua.CheckArgsCount(L, 2);
         SpriteAsset        obj  = (SpriteAsset)ToLua.CheckObject <SpriteAsset>(L, 1);
         string             arg0 = ToLua.CheckString(L, 2);
         UnityEngine.Sprite o    = obj.GetSpriteByName(arg0);
         ToLua.PushSealed(L, o);
         return(1);
     }
     catch (Exception e)
     {
         return(LuaDLL.toluaL_exception(L, e));
     }
 }
Пример #4
0
    /// <summary>
    /// 设置一个Image组件的Sprite为某个图集中的图片
    /// </summary>
    /// <param name="atlasID"></param>图集的资源ID
    /// <param name="image"></param>要设置的Image组件
    /// <param name="spriteName"></param>图集中对应的Sprite的名称
    /// <param name="keepNativeSize"></param>是否保持原始尺寸
    public static void SetImageSpriteFromAtlas(int atlasID, Image image, string spriteName, bool keepNativeSize)
    {
        if (null == image)
        {
            Debug.LogWarning("需要指定一个image");
            return;
        }
        if (string.IsNullOrEmpty(spriteName))
        {
            Debug.LogWarning("需要指定一个SpriteName");
            return;
        }

        if (image.overrideSprite && image.overrideSprite.name == spriteName)
        {
            return;
        }
        GameObject atlasObj = ResourceMgr.GetInstance().GetResourceById <GameObject>(atlasID);

        if (null != atlasObj)
        {
            SpriteAsset spriteAsset = atlasObj.GetComponent <SpriteAsset>();
            if (null != spriteAsset)
            {
                Sprite sprite = spriteAsset.GetSpriteByName(spriteName);
                if (null != sprite)
                {
                    image.overrideSprite = sprite;
                    if (keepNativeSize)
                    {
                        image.SetNativeSize();
                    }
                }
            }
        }
    }