示例#1
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 public Sprite AddSprite(float width, float height,STYPE type, ORIPOINT ori,Camera cam, int uvStretch, float maxFps)
 {
     VertexSegment segment = GetVertices(4,6);
     Sprite s = new Sprite(segment, width, height, type, ori, cam,uvStretch, maxFps);
     //Debug.Log("|"+segment.VertStart + "," + segment.VertCount);
     return s;
 }
示例#2
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        public XftSprite AddSprite(float width, float height, STYPE type, ORIPOINT ori, float maxFps, bool simple)
        {
            VertexSegment segment = GetVertices(4, 6);
            XftSprite     s       = new XftSprite(segment, width, height, type, ori, maxFps, simple);

            return(s);
        }
示例#3
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        //NOTICE:SetType is called before Init()!!and called only once!like constructor.

        //sprite
        public void SetType(float width, float height, STYPE type, ORIPOINT orip, int uvStretch, float maxFps)
        {
            Type         = 1;
            SimpleSprite = IsSimpleSprite();
            //SimpleSprite = false;
            Sprite = Owner.GetVertexPool().AddSprite(width, height, type, orip, Owner.MyCamera, uvStretch, maxFps, SimpleSprite);
        }
示例#4
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    public Sprite AddSprite(float width, float height, STYPE type, ORIPOINT ori, Camera cam, int uvStretch, float maxFps)
    {
        VertexSegment segment = GetVertices(4, 6);
        Sprite        s       = new Sprite(segment, width, height, type, ori, cam, uvStretch, maxFps);

        //Debug.Log("|"+segment.VertStart + "," + segment.VertCount);
        return(s);
    }
示例#5
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 public Sprite(VertexPool.VertexSegment segment, float width, float height, STYPE type, ORIPOINT oripoint, Camera cam, int uvStretch, float maxFps)
 {
     this.MyTransform.position = Vector3.zero;
     this.MyTransform.rotation = Quaternion.identity;
     this.LocalMat             = this.WorldMat = Matrix4x4.identity;
     this.Vertexsegment        = segment;
     this.UVStretch            = uvStretch;
     this.LastMat     = Matrix4x4.identity;
     this.ElapsedTime = 0f;
     this.Fps         = 1f / maxFps;
     this.OriPoint    = oripoint;
     this.RotateAxis  = Vector3.zero;
     this.SetSizeXZ(width, height);
     this.RotateAxis.y = 1f;
     this.Type         = type;
     this.MainCamera   = cam;
     this.ResetSegment();
 }
示例#6
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 public Sprite(VertexPool.VertexSegment segment, float width, float height, STYPE type, ORIPOINT oripoint, Camera cam, int uvStretch, float maxFps)
 {
     UVChanged            = (ColorChanged = false);
     MyTransform.position = Vector3.zero;
     MyTransform.rotation = Quaternion.identity;
     LocalMat             = (WorldMat = Matrix4x4.identity);
     Vertexsegment        = segment;
     UVStretch            = uvStretch;
     LastMat     = Matrix4x4.identity;
     ElapsedTime = 0f;
     Fps         = 1f / maxFps;
     OriPoint    = oripoint;
     RotateAxis  = Vector3.zero;
     SetSizeXZ(width, height);
     RotateAxis.y = 1f;
     Type         = type;
     MainCamera   = cam;
     ResetSegment();
 }
示例#7
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        public XftSprite(VertexPool.VertexSegment segment, float width, float height, STYPE type, ORIPOINT oripoint, float maxFps, bool simple)
        {
            UVChanged            = ColorChanged = false;
            MyTransform.position = Vector3.zero;
            MyTransform.rotation = Quaternion.identity;
            LocalMat             = WorldMat = Matrix4x4.identity;
            Vertexsegment        = segment;
            //UVStretch = uvStretch;

            LastMat     = Matrix4x4.identity;
            ElapsedTime = 0f;
            //Fps = 1f / maxFps;
            Simple = simple;

            OriPoint = oripoint;

            RotateAxis = Vector3.zero;
            SetSizeXZ(width, height);
            RotateAxis.y = 1;
            Type         = type;
            ResetSegment();
        }
    public XEffectSprite(VertexPool.VertexSegment segment, float width, float height, STYPE type,ORIPOINT oripoint, Camera cam,int uvStretch,float maxFps)
    {
        UVChanged = ColorChanged = false;
        MyTransform.position = Vector3.zero;
        MyTransform.rotation = Quaternion.identity;
        LocalMat = WorldMat = Matrix4x4.identity;
        Vertexsegment = segment;
        UVStretch = uvStretch;

        LastMat = Matrix4x4.identity;
        ElapsedTime = 0f;
        Fps = 1f / maxFps;

        OriPoint = oripoint;

        RotateAxis = Vector3.zero;
        SetSizeXZ(width, height);
        RotateAxis.y = 1;
        Type = type;
        MainCamera = cam;
        ResetSegment();
    }
示例#9
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 public XftSprite AddSprite(float width, float height, STYPE type, ORIPOINT ori, float maxFps, bool simple)
 {
     VertexSegment segment = GetVertices(4, 6);
     XftSprite s = new XftSprite(segment, width, height, type, ori, maxFps, simple);
     return s;
 }
示例#10
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    public Sprite AddSprite(float width, float height, STYPE type, ORIPOINT ori, Camera cam, int uvStretch, float maxFps)
    {
        VertexSegment vertices = GetVertices(4, 6);

        return(new Sprite(vertices, width, height, type, ori, cam, uvStretch, maxFps));
    }
示例#11
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 public void SetType(float width, float height, STYPE type, ORIPOINT orip, int uvStretch, float maxFps)
 {
     Type   = 1;
     Sprite = Owner.GetVertexPool().AddSprite(width, height, type, orip, Camera.main, uvStretch, maxFps);
 }
示例#12
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 public void SetType(float width, float height, STYPE type, ORIPOINT orip, int uvStretch, float maxFps)
 {
     this.Type   = 1;
     this.Sprite = this.Owner.GetVertexPool().AddSprite(width, height, type, orip, IN_GAME_MAIN_CAMERA.BaseCamera, uvStretch, maxFps);
 }
示例#13
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 public Sprite AddSprite(float width, float height, STYPE type, ORIPOINT ori, Camera cam, int uvStretch, float maxFps)
 {
     return(new Sprite(this.GetVertices(4, 6), width, height, type, ori, cam, uvStretch, maxFps));
 }
示例#14
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 //NOTICE:SetType is called before Init()!!and called only once!like constructor.
 //sprite
 public void SetType(float width, float height, STYPE type, ORIPOINT orip, int uvStretch, float maxFps)
 {
     Type = 1;
     SimpleSprite = IsSimpleSprite();
     //SimpleSprite = false;
     Sprite = Owner.GetVertexPool().AddSprite(width, height, type, orip, Owner.MyCamera, uvStretch, maxFps,SimpleSprite);
     Sprite.Owner = this;
 }
示例#15
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文件: EffectNode.cs 项目: zi-su/React
 //sprite
 public void SetType(float width, float height, STYPE type, ORIPOINT orip, int uvStretch, float maxFps)
 {
     Type = 1;
     Sprite = Owner.GetVertexPool().AddSprite(width, height, type, orip, Camera.main, uvStretch, maxFps);
 }