Пример #1
0
    // Populate a particular anim_palettes_set
    protected static void populate_one_set(anim_palettes_set APS, IOrderedEnumerable <Object> spritesheets)
    {
        APS.palettes = new List <spritesheet>();
        Debug.Log("Populating your anim_palettes_set with all spritesheets found containing substring: " + APS.name);

        foreach (spritesheet sheet in spritesheets)
        {
            if (sheet.name.Contains(APS.name))
            {
                APS.palettes.Add(sheet);
            }
        }
        EditorUtility.SetDirty(APS);
    }
Пример #2
0
 public override void refresh_sprite()
 {
     if (0 <= animation_index && animation_index < anim_Palettes_Bundle.sets.Count)
     {
         anim_palettes_set set = anim_Palettes_Bundle.sets[animation_index];
         if (0 <= palette_index && palette_index < set.palettes.Count)
         {
             spritesheet sheet = set.palettes[palette_index];
             if (0 <= sprite_index && sprite_index < sheet.sprites.Count)
             {
                 image.sprite = sheet.sprites[sprite_index];
             }
         }
     }
 }
Пример #3
0
 public virtual void refresh_sprite()
 {
     if (sprite_renderer == null)
     {
         return;
     }
     if (0 <= palette_index && palette_index < anim_Palettes_Bundle.sets.Count)
     {
         anim_palettes_set set = anim_Palettes_Bundle.sets[palette_index];
         if (0 <= animation_index && animation_index < set.palettes.Count)
         {
             spritesheet sheet = set.palettes[animation_index];
             if (0 <= sprite_index && sprite_index < sheet.sprites.Count)
             {
                 sprite_renderer.sprite = sheet.sprites[sprite_index];
             }
         }
     }
 }