public SpriteDto(SpriteRenderer spriteRenderer) { SetTransform(spriteRenderer.transform); SpriteAssetPath = AssetDatabase.GetAssetPath(spriteRenderer.sprite); MaterialAssetPath = AssetDatabase.GetAssetPath(spriteRenderer.sharedMaterial); Color = new Vector4Dto(spriteRenderer.color); OrderInLayer = spriteRenderer.sortingOrder; DrawMode = spriteRenderer.drawMode; Size = new Vector2Dto(spriteRenderer.size); TileMode = spriteRenderer.tileMode; var collider = spriteRenderer.GetComponent <Collider2D>(); if (collider != null) { Collider2DType = collider.GetType(); } var objectWithMaterial = spriteRenderer.GetComponent <ObjectWithMaterial>(); if (objectWithMaterial != null) { PiekaMaterialAsset = AssetDatabase.GetAssetPath(objectWithMaterial.PiekaMaterial); } }
public SpriteRendererProperties(SpriteRenderer renderer) { adaptiveModeThreshold = renderer.adaptiveModeThreshold; color = renderer.color; drawMode = renderer.drawMode; flipX = renderer.flipX; flipY = renderer.flipY; maskInteraction = renderer.maskInteraction; size = renderer.size; tileMode = renderer.tileMode; }
private static DrawMode Translate(SpriteDrawMode drawMode, SpriteTileMode tileMode) { switch (drawMode) { case SpriteDrawMode.Sliced: return(DrawMode.Stretch); case SpriteDrawMode.Tiled: return(tileMode == SpriteTileMode.Continuous ? DrawMode.ContinuousTiling : DrawMode.AdaptiveTiling); default: throw new System.ArgumentOutOfRangeException(nameof(drawMode)); } }
public void Set(SpriteRenderer spriteRenderer) { sprite = spriteRenderer.sprite; flipX = spriteRenderer.flipX; flipY = spriteRenderer.flipY; tileMode = spriteRenderer.tileMode; drawMode = spriteRenderer.drawMode; size = spriteRenderer.size; material = spriteRenderer.sharedMaterial; color = spriteRenderer.color; }
protected override void ReadFromImpl(object obj) { base.ReadFromImpl(obj); SpriteRenderer uo = (SpriteRenderer)obj; sprite = ToID(uo.sprite); drawMode = uo.drawMode; size = uo.size; adaptiveModeThreshold = uo.adaptiveModeThreshold; tileMode = uo.tileMode; color = uo.color; maskInteraction = uo.maskInteraction; flipX = uo.flipX; flipY = uo.flipY; spriteSortPoint = uo.spriteSortPoint; }