// Remove Skinning public static void RemoveSkinning(Uni2DSprite a_rSprite) { Uni2DSkinning rSkinning = a_rSprite.Skinning; if (rSkinning != null) { rSkinning.OnRemoveSkinning(); DestroyImmediate(rSkinning); } }
// Add Skinning public static Uni2DSkinning AddSkinning(Uni2DSprite a_rSprite) { Uni2DSkinning rSkinning = a_rSprite.GetComponent <Uni2DSkinning>(); if (rSkinning == null) { rSkinning = a_rSprite.gameObject.AddComponent <Uni2DSkinning>(); } rSkinning.m_rSprite = a_rSprite; return(rSkinning); }
// Add skinning private Uni2DSkinning AddSkinning() { m_rSkinning = Uni2DSkinning.AddSkinning(this); return m_rSkinning; }
// Force Skinning Cache // Used to force the skinning component early serialization to avoid issue where // Skinning attribute are not accessible for the duplication on awake private void ForceSkinningCache() { m_rSkinning = GetComponent<Uni2DSkinning>(); if(m_rSkinning != null) { m_rSkinning.ForceAnticipatedAwake(); } }