// Control Function -----------------------------------------------------------------
    public void SetSpriteFactoryIndex(int nSpriteFactoryIndex, bool bRunImmediate)
    {
        if (m_NcSpriteFactoryCom == null)
        {
            if (m_NcSpriteFactoryPrefab && m_NcSpriteFactoryPrefab.GetComponent <NcSpriteFactory_B>() != null)
            {
                m_NcSpriteFactoryCom = m_NcSpriteFactoryPrefab.GetComponent <NcSpriteFactory_B>();
            }
            else
            {
                return;
            }
        }
        NcSpriteFactory_B.NcSpriteNode spriteNode = m_NcSpriteFactoryCom.GetSpriteNode(nSpriteFactoryIndex);

        m_bBuildSpriteObj     = false;
        m_bAutoDestruct       = false;
        m_fUvScale            = m_NcSpriteFactoryCom.m_fUvScale;
        m_nSpriteFactoryIndex = nSpriteFactoryIndex;
        m_nStartFrame         = 0;
        m_nFrameCount         = spriteNode.m_nFrameCount;
        m_fFps  = spriteNode.m_fFps;
        m_bLoop = spriteNode.m_bLoop;
        m_NcSpriteFrameInfos = spriteNode.m_FrameInfos;
    }
示例#2
0
//  void Update()
//  {
//  }

    // Control Function -----------------------------------------------------------------
    public void SetSpriteFactoryIndex(int nSpriteFactoryIndex, int nFrameIndex, bool bRunImmediate)
    {
        if (m_NcSpriteFactoryCom == null)
        {
            if (m_NcSpriteFactoryPrefab && m_NcSpriteFactoryPrefab.GetComponent <NcSpriteFactory_B>() != null)
            {
                m_NcSpriteFactoryCom = m_NcSpriteFactoryPrefab.GetComponent <NcSpriteFactory_B>();
            }
            else
            {
                return;
            }
        }
        m_nSpriteFactoryIndex = nSpriteFactoryIndex;
        if (m_NcSpriteFactoryCom.IsValidFactory() == false)
        {
            return;
        }
        m_NcSpriteFrameInfos = m_NcSpriteFactoryCom.GetSpriteNode(nSpriteFactoryIndex).m_FrameInfos;
        m_nFrameIndex        = (0 <= nFrameIndex ? nFrameIndex : m_nFrameIndex);
        m_nFrameIndex        = (m_NcSpriteFrameInfos.Length == 0 || m_NcSpriteFrameInfos.Length <= m_nFrameIndex ? 0 : m_nFrameIndex);
        m_fUvScale           = m_NcSpriteFactoryCom.m_fUvScale;
        if (bRunImmediate)
        {
            UpdateSpriteTexture(bRunImmediate);
        }
    }
示例#3
0
    // Loop Function --------------------------------------------------------------------
    void Awake()
    {
// #if UNITY_EDITOR
//      if (IsCreatingEditObject() == false)
// #endif
        {
            if (m_NcSpriteFactoryPrefab == null && gameObject.GetComponent <NcSpriteFactory_B>() != null)
            {
                m_NcSpriteFactoryPrefab = gameObject;
            }
            if (m_NcSpriteFactoryPrefab && m_NcSpriteFactoryPrefab.GetComponent <NcSpriteFactory_B>() != null)
            {
                m_NcSpriteFactoryCom = m_NcSpriteFactoryPrefab.GetComponent <NcSpriteFactory_B>();
            }
        }
    }
 void CreateBuiltInPlane(int nSelIndex)
 {
     if (m_bCreateBuiltInPlane)
     {
         return;
     }
     m_bCreateBuiltInPlane = true;
     if (m_MeshFilter == null)
     {
         if (gameObject.GetComponent <MeshFilter>() != null)
         {
             m_MeshFilter = gameObject.GetComponent <MeshFilter>();
         }
         else
         {
             m_MeshFilter = gameObject.AddComponent <MeshFilter>();
         }
     }
     NcSpriteFactory_B.CreatePlane(m_MeshFilter, m_fUvScale, m_NcSpriteFrameInfos[nSelIndex], m_AlignType, m_MeshType);
 }
示例#5
0
    void UpdateSpriteTexture(bool bShowEffect)
    {
        if (UpdateSpriteMaterial() == false)
        {
            return;
        }
        if (m_NcSpriteFactoryCom.IsValidFactory() == false)
        {
            return;
        }
        if (m_NcSpriteFrameInfos.Length == 0)
        {
            SetSpriteFactoryIndex(m_nSpriteFactoryIndex, m_nFrameIndex, false);
        }

        if (m_MeshFilter == null)
        {
            if (gameObject.GetComponent <MeshFilter>() != null)
            {
                m_MeshFilter = gameObject.GetComponent <MeshFilter>();
            }
            else
            {
                m_MeshFilter = gameObject.AddComponent <MeshFilter>();
            }
        }
        NcSpriteFactory_B.CreatePlane(m_MeshFilter, m_fUvScale, m_NcSpriteFrameInfos[m_nFrameIndex], m_AlignType, m_MeshType);
        NcSpriteFactory_B.UpdateMeshUVs(m_MeshFilter, m_NcSpriteFrameInfos[m_nFrameIndex].m_TextureUvOffset);
//      {
// //           Debug.Log("m_Renderer.material");
//          renderer.material.mainTextureScale	= new Vector2(m_fTilingX, m_fTilingY);
//          renderer.material.mainTextureOffset	= new Vector2(m_fOffsetX, m_fOffsetY);
//      }

        if (bShowEffect)
        {
            m_EffectObject = m_NcSpriteFactoryCom.CreateSpriteEffect(m_nSpriteFactoryIndex, transform);
        }
    }
 void UpdateBuiltInPlane(int nSelIndex)
 {
     NcSpriteFactory_B.UpdatePlane(m_MeshFilter, m_fUvScale, m_NcSpriteFrameInfos[nSelIndex], m_AlignType);
     NcSpriteFactory_B.UpdateMeshUVs(m_MeshFilter, m_NcSpriteFrameInfos[nSelIndex].m_TextureUvOffset);
 }