// Resets all sprite values to defaults for reuse: public void Clear() { client = null; billboarded = false; hidden = false; SetColor(Color.white); offset = Vector3.zero; PauseAnim(); animations.Clear(); curAnim = null; animCompleteDelegate = null; }
//----------------------------------------------------------------- // Animation-related routines: //----------------------------------------------------------------- // Sets the delegate to be called upon animation completion: public void SetAnimCompleteDelegate(AnimCompleteDelegate del) { animCompleteDelegate = del; }
/* /// <summary> /// Allows you to setup some of the main features of a sprite in a single method call. /// </summary> /// <param name="width">Width of the sprite in world space.</param> /// <param name="height">Height of the sprite in world space.</param> /// <param name="lowerleftPixel">Lower-left pixel of the sprite when no animation has been played.</param> /// <param name="pixeldimensions">Pixel dimeinsions of the sprite when no animation has been played.</param> public virtual void Setup(float width, float height, Vector2 lowerleftPixel, Vector2 pixeldimensions) { SetSize(width, height); lowerLeftPixel = lowerleftPixel; pixelDimensions = pixeldimensions; tempUV = PixelCoordToUVCoord(lowerLeftPixel); uvRect.x = tempUV.x; uvRect.y = tempUV.y; tempUV = PixelSpaceToUVSpace(pixelDimensions); uvRect.xMax = uvRect.x + tempUV.x; uvRect.yMax = uvRect.y + tempUV.y; SetBleedCompensation(bleedCompensation); } */ //----------------------------------------------------------------- // Animation-related routines: //----------------------------------------------------------------- /// <summary> /// Sets the delegate to be called upon animation completion. /// </summary> /// <param name="del">The delegate to be called when an animation finishes playing.</param> public void SetAnimCompleteDelegate(AnimCompleteDelegate del) { animCompleteDelegate = del; }
/// <summary> /// Resets important sprite values to defaults for reuse. /// </summary> public override void Clear() { base.Clear(); //animations.Clear(); animCompleteDelegate = null; }
// Sets the delegate to be called upon animation completion: public void SetAnimCompleteDelegate(AnimCompleteDelegate del) { isPlaying = ""; animCompleteDelegate = del; }