Пример #1
0
        public Vector3 GetGroupPosition(GameObject groupRoot, SpriteAlignment alignment)
        {
            Transform t = groupRoot.transform;

            // Find all the SpriteRenderers that are children of the layer group
            var spriteList = t.GetComponentsInChildren <SpriteRenderer>();

            Vector3 min = new Vector3(float.MaxValue, float.MaxValue);
            Vector3 max = new Vector3(float.MinValue, float.MinValue);

            // From the SpriteRenderers, find the size of
            // the layer group by the bounds of the renderers
            foreach (var sprite in spriteList)
            {
                var bounds = sprite.bounds;
                min = Vector3.Min(min, bounds.min);
                max = Vector3.Max(max, bounds.max);
            }

            // Calculate the position for this layer group
            Vector2 pivot = PsdBuilder.GetPivot(alignment);
            Vector3 pos   = Vector3.zero;

            pos.x = Mathf.Lerp(min.x, max.x, pivot.x);
            pos.y = Mathf.Lerp(min.y, max.y, pivot.y);
            return(pos);
        }
Пример #2
0
        public static Vector3 CalculateGroupPosition(GameObject groupRoot, SpriteAlignment alignment)
        {
            Vector2 min = new Vector2(float.MaxValue, float.MaxValue);
            Vector2 max = new Vector2(float.MinValue, float.MinValue);

#if NGUI
            var tList = groupRoot.GetComponentsInChildren <UIWidget>();
            foreach (var rectTransform in tList)
            {
                if (rectTransform.gameObject == groupRoot)
                {
                    continue;
                }

                var rectSize  = new Vector2(rectTransform.width, rectTransform.height);
                var rectPivot = NGUIMath.GetPivotOffset(rectTransform.pivot);

                var calcMin = rectTransform.cachedTransform.position;
                calcMin.x -= rectSize.x * rectPivot.x;
                calcMin.y -= rectSize.y * rectPivot.y;

                var calcMax = calcMin + new Vector3(rectSize.x, rectSize.y);

                min = Vector2.Min(min, calcMin);
                max = Vector2.Max(max, calcMax);
            }
#else
            var tList = groupRoot.GetComponentsInChildren <RectTransform>();
            foreach (var rectTransform in tList)
            {
                if (rectTransform.gameObject == groupRoot)
                {
                    continue;
                }

                var rectSize  = rectTransform.sizeDelta;
                var rectPivot = rectTransform.pivot;

                var calcMin = rectTransform.position;
                calcMin.x -= rectSize.x * rectPivot.x;
                calcMin.y -= rectSize.y * rectPivot.y;

                var calcMax = calcMin + new Vector3(rectSize.x, rectSize.y);

                min = Vector2.Min(min, calcMin);
                max = Vector2.Max(max, calcMax);
            }
#endif

            Vector2 pivot = PsdBuilder.GetPivot(alignment);
            Vector3 pos   = Vector3.zero;
            pos.x = Mathf.Lerp(min.x, max.x, pivot.x);
            pos.y = Mathf.Lerp(min.y, max.y, pivot.y);
            return(pos);
        }
Пример #3
0
        public void AddComponents(int layerIndex, GameObject imageObject, Sprite sprite, TextureImporterSettings settings)
        {
#if NGUI
            var    uiImg   = imageObject.AddComponent <UISprite>();
            string sprPath = PSDExporter.GetLayerFilename(this.layer);
            if (sprPath == null)
            {
                Debug.LogWarning("Cant find sprite path . layer name :" + this.layer.Name);
            }
            else
            {
                string spriteName = Path.GetFileNameWithoutExtension(sprPath);
                NAtlasHelper.UIAtlasData atlas = NAtlasHelper.FindSprite(spriteName);
                if (atlas != null)
                {
                    uiImg.atlas = atlas.mainAtlas;
                    UISpriteData spriteData = uiImg.atlas.GetSprite(spriteName);
                    if (spriteData.borderLeft != 0 || spriteData.borderRight != 0 ||
                        spriteData.borderBottom != 0 || spriteData.borderTop != 0)
                    {
                        uiImg.type = UIBasicSprite.Type.Sliced;
                    }
                }
                uiImg.spriteName = spriteName;
            }

            uiImg.depth = layerIndex;
            uiImg.SetDimensions((int)layer.Rect.width, (int)layer.Rect.height);
            uiImg.transform.SetAsFirstSibling();


//            Vector2 sprPivot = PsdBuilder.GetPivot(settings);
//            uiImg.pivot = NGUIMath.GetPivot(sprPivot);
#else
            var uiImg = imageObject.AddComponent <Image>();

            uiImg.sprite = sprite;
            uiImg.SetNativeSize();
            uiImg.rectTransform.SetAsFirstSibling();

            Vector2 sprPivot = PsdBuilder.GetPivot(settings);
            uiImg.rectTransform.pivot = sprPivot;
#endif
        }