示例#1
0
    // Save Mesh resources
    private void BreakResourcesConnection()
    {
        // Replace the prefab default material by a copy of the source instance (this sprite from wich the prefab has just been create) if the material is not persistent
        Material rGeneratedMaterialInstance = SpriteData.generatedMaterial;

        if (rGeneratedMaterialInstance != null)
        {
            Uni2DSprite rSpritePrefab   = PrefabUtility.GetPrefabParent(this) as Uni2DSprite;
            Material    rPrefabMaterial = rSpritePrefab.SpriteData.generatedMaterial;

            // If prefab material isn't created yet wait for it
            if (rPrefabMaterial == null)
            {
                return;
            }

            rPrefabMaterial.shader = rGeneratedMaterialInstance.shader;
            rPrefabMaterial.CopyPropertiesFromMaterial(rGeneratedMaterialInstance);
        }

        //Debug.Log("Break Resources");
        Uni2DEditorResourceCopyUtils.DuplicateResources(this, true);

        PrefabUtility.DisconnectPrefabInstance(gameObject);
    }
示例#2
0
    // Awake
    private void Awake()
    {
#if UNITY_EDITOR
        if (Application.isPlaying)
#endif
        {
            m_rCurrentFrameAtlas            = m_rSpriteSettings.atlas;
            m_rCurrentFrameTextureContainer = m_rSpriteSettings.textureContainer;
            m_iCurrentFrameTextureWidth     = (int)m_rSpriteData.spriteWidth;
            m_iCurrentFrameTextureHeight    = (int)m_rSpriteData.spriteHeight;
            spriteAnimation.Start(this);
        }

#if UNITY_EDITOR
        // Is a prefab instance
        else if (IsADuplicate( ))
        {
            //Debug.Log("Duplicate");
            Uni2DEditorResourceCopyUtils.DuplicateResources(this);
        }
#endif

        // Create the duplicata marker if needed
        if (m_oDuplicataMarker == null || m_oDuplicataMarker.IsADuplicate(this))
        {
            m_oDuplicataMarker = ScriptableObject.CreateInstance <DuplicataMarker>();
            m_oDuplicataMarker.Create(this);
        }
    }