// Use this for initialization void Start() { warCtrl = GameObject.FindWithTag("GameController").GetComponent <WarSceneController>(); rwCrt = GameObject.Find("RangedWeapons").GetComponent <RangedWeaponCreator>(); sprite = GetComponent <exSprite>(); anim = GetComponent <exSpriteAnimation>(); if (soliderType == 3 || soliderType == 4 || soliderType == 5) { timeCoolDown = 1; } else { timeCoolDown = 0.5f; } manPosMaxX = WarSceneController.manPosMaxX; manPosMaxY = WarSceneController.manPosMaxY; locationStepX = WarSceneController.locationStepX; locationStepY = WarSceneController.locationStepY; CheckLocationState(); hitDistance1 = (int)(hitDistance / locationStepX); }
public override void OnEnter() { // Get the target of the animation TargetGameObject = Fsm.GetOwnerDefaultTarget(gameObject); // If there is no target if (TargetGameObject == null && AnimationName != null) { Finish(); return; } exanimation = TargetGameObject.GetComponent<exSpriteAnimation>(); exsprite = TargetGameObject.GetComponent<exSprite>(); exsprite.trimTexture = trimTexture.Value; exsprite.useTextureOffset = useTextureOffset.Value; if (color.Value != Color.white) { exsprite.color = color.Value; }else { exsprite.color = exsprite.color; } exsprite.enabled = true; exanimation.Stop(); exanimation.Play(AnimationName.Value); }
/////////////////////////////////////////////////////////////////////////////// // functions /////////////////////////////////////////////////////////////////////////////// // ------------------------------------------------------------------ // Desc: // ------------------------------------------------------------------ void OnEnable() { if (target != editSpAnim) { editSpAnim = target as exSpriteAnimation; } }
void Awake() { velocity = 200f; direction = Vector3.down; animation = GetComponent<exSpriteAnimation>(); }
void CalcVictoryFlagPos() { if (state != ArmyState.Victory) { return; } int flag = 0; exSpriteAnimation moveAnim = GetComponent <exSpriteAnimation>(); int frame = moveAnim.GetCurFrameIndex(); if (animName == animNames[6]) { flag = 0; } else if (animName == animNames[7]) { flag = 1; } else if (animName == animNames[8]) { flag = 2; } Vector3 pos = flagPos[flag * 3 + 9 + frame]; if (!isHFlipped) { pos.x = -pos.x; } flagCtrl.localPosition = pos; }
// Use this for initialization void Start() { player = GameObject.FindGameObjectWithTag("Player"); LM = (LevelManager)FindObjectOfType(typeof(LevelManager)); Debug.Log("Starting #" + nHumans); myTransform = transform; spriteObj = GetComponent<exSprite>(); spriteAnimation = GetComponent<exSpriteAnimation>(); // Determine if I should be an alien. if (nAliens < maxAliens) { float pAlien = 0; if (nHumans >= nHandlers - maxAliens) { pAlien = 1; } else { pAlien = Random.Range(0, nHandlers); } if (pAlien <= 1 || nHumans >= nHandlers ) { Debug.Log("Human "+ nHumans + " Is an ALIEN!"); isAlien = true; nAliens++; nHumans++; } else { Debug.Log("Human "+ nHumans + " Is a HUMAN!"); nHumans++; } } //EventManager.instance.AddListener(this, "Oso_clicked"); if (isAlien) { audio.pitch = 1.75f; } }
// ------------------------------------------------------------------ // Desc: // ------------------------------------------------------------------ void Trigger(exSpriteAnimation _spAnim, EventInfo _eventInfo) { if (_eventInfo.methodName == "") { return; } switch (_eventInfo.paramType) { case EventInfo.ParamType.NONE: _spAnim.SendMessage(_eventInfo.methodName, _eventInfo.msgOptions); break; case EventInfo.ParamType.STRING: _spAnim.SendMessage(_eventInfo.methodName, _eventInfo.stringParam, _eventInfo.msgOptions); break; case EventInfo.ParamType.FLOAT: _spAnim.SendMessage(_eventInfo.methodName, _eventInfo.floatParam, _eventInfo.msgOptions); break; case EventInfo.ParamType.INT: _spAnim.SendMessage(_eventInfo.methodName, _eventInfo.intParam, _eventInfo.msgOptions); break; case EventInfo.ParamType.BOOL: _spAnim.SendMessage(_eventInfo.methodName, _eventInfo.boolParam, _eventInfo.msgOptions); break; case EventInfo.ParamType.OBJECT: _spAnim.SendMessage(_eventInfo.methodName, _eventInfo.objectParam, _eventInfo.msgOptions); break; } }
public void Awake() { // Get Component initialization in Start Event Animations = gameObject.GetComponent <exSpriteAnimation>(); distanceTimer = 0; distanceUpdateInterval = 0.5f; }
public void init() { m_animation = GetComponent <exSpriteAnimation>(); m_animationNameList = new List <string>(); //Add listeners ApplicationFactory.instance.m_messageBus.TackleBattleStart += tackleBattleStart; }
/////////////////////////////////////////////////////////////////////////////// // functions /////////////////////////////////////////////////////////////////////////////// // ------------------------------------------------------------------ // Desc: // ------------------------------------------------------------------ override protected void OnEnable() { base.OnEnable(); // NOTE: though we have ExecuteInEditMode, user can Add/Remove spanim in Editor if (spanim == null) { spanim = GetComponent <exSpriteAnimation>(); } }
public void InitArmyInfo(ArmyInfo ai) { armyInfo = ai; armyInfo.armyCtrl = GetComponent <ArmyController>(); SetArmyKingFlag(); if (armyInfo.cityTo != -1) { if (pathfinding == null) { pathfinding = GameObject.FindWithTag("Pathfinding").GetComponent <MyPathfinding>(); } SetRoute(pathfinding.GetRoute(armyInfo.pos, armyInfo.cityTo)); } state = (ArmyState)armyInfo.state; timeTick = armyInfo.timeTick; if (state == ArmyState.Garrison) { exSprite moveSprite = GetComponent <exSprite>(); exSpriteAnimation moveAnim = GetComponent <exSpriteAnimation>(); moveAnim.Stop(); int frame = armyInfo.direction; if (frame == -1) { frame = 0; } moveAnim.SetFrame("ArmyGarrison", frame); Vector3 pos = flagPos[3 + frame]; if (!armyInfo.isFlipped) { pos.x = -pos.x; } else { isHFlipped = true; moveSprite.HFlip(); exSprite flagSprite = flagCtrl.GetComponent <exSprite>(); BoxCollider flagCol = flagCtrl.GetComponent <BoxCollider>(); flagSprite.HFlip(); flagCol.center = new Vector3(-flagCol.center.x, flagCol.center.y, flagCol.center.z); } flagCtrl.localPosition = pos; } else { CalcDirection(); } }
// ------------------------------------------------------------------ // Desc: // ------------------------------------------------------------------ protected new void Awake() { // DISABLE { // #if UNITY_EDITOR // if ( EditorApplication.isPlaying == false && // string.IsNullOrEmpty(textureGUID) == false && // exAtlasDBBasic.Initialized() ) // { // exAtlasDBBasic.ElementInfo elInfo = exAtlasDBBasic.GetElementInfoNoInit ( textureGUID ); // string path = AssetDatabase.GetAssetPath(atlas_); // string guid = AssetDatabase.AssetPathToGUID(path); // // // if ( elInfo != null ) { // if ( elInfo.indexInAtlas != index_ || elInfo.guidAtlas != guid ) { // path = AssetDatabase.GUIDToAssetPath(elInfo.guidAtlas); // SetSprite( (exAtlas)AssetDatabase.LoadAssetAtPath( path, typeof(exAtlas) ), // elInfo.indexInAtlas ); // Build(null); // } // } // else { // Clear(); // path = AssetDatabase.GUIDToAssetPath(textureGUID); // Texture2D texture = (Texture2D)AssetDatabase.LoadAssetAtPath( path, typeof(Texture2D) ); // Build(texture); // } // } // #endif // } DISABLE end base.Awake(); spanim = GetComponent <exSpriteAnimation>(); if (atlas_ != null || (renderer.sharedMaterial && renderer.sharedMaterial.mainTexture != null)) { if (meshFilter) { // create mesh ( in editor, this can duplicate mesh to prevent shared mesh for sprite) meshFilter_.mesh = new Mesh(); meshFilter_.sharedMesh.hideFlags = HideFlags.DontSave; ForceUpdateMesh(meshFilter_.sharedMesh); // check if update mesh collider MeshCollider meshCollider = collider as MeshCollider; if (meshCollider && meshCollider.sharedMesh == null) { this.UpdateColliderSize(0.2f); } } } }
// DISABLE: the focus only occur when main window lost foucs, then come in { // // ------------------------------------------------------------------ // // Desc: // // ------------------------------------------------------------------ // void OnFocus () { // OnSelectionChange (); // } // } DISABLE end // ------------------------------------------------------------------ /// \param _obj /// Check if the object is valid sprite animation clip and open it in sprite animation clip editor. // ------------------------------------------------------------------ public void Edit(Object _obj) { // check if repaint if (curEdit != _obj) { Object obj = _obj; if (obj is GameObject) { GameObject go = obj as GameObject; // get exSpriteAnimation from itself, children or root exSpriteAnimation spAnim = go.GetComponent <exSpriteAnimation>(); // DISABLE { // if ( spAnim == null ) { // spAnim = go.GetComponentInChildren<exSpriteAnimation>(); // if ( spAnim == null ) { // spAnim = go.transform.root.GetComponentInChildren<exSpriteAnimation>(); // } // } // } DISABLE end if (spAnim) { int idx = spAnim.animations.IndexOf(curEdit); // if curEdit is exists in the selected gameObject, don't do anything if (idx != -1) { Repaint(); return; } // if we have default animation, use it if (spAnim.defaultAnimation != null) { obj = spAnim.defaultAnimation; } // else we will check if we have animations in our list and use the first one else if (spAnim.animations.Count > 0) { obj = spAnim.animations[0]; } } } // if this is another anim clip, swtich to it. if (obj is exSpriteAnimClip && obj != curEdit) { curEdit = obj as exSpriteAnimClip; Init(); Repaint(); return; } } }
public void SetResume() { if (anim == null) { anim = GetComponent <exSpriteAnimation>(); } if (anim != null && anim.IsPaused()) { anim.Resume(); } }
public void SetPause() { if (anim == null) { anim = GetComponent <exSpriteAnimation>(); } if (anim != null && anim.IsPlaying()) { anim.Pause(); } }
// ------------------------------------------------------------------ // Desc: // ------------------------------------------------------------------ override protected void OnDisable() { base.OnDisable(); // NOTE: though we have ExecuteInEditMode, user can Add/Remove spanim in Editor if (spanim == null) { spanim = GetComponent <exSpriteAnimation>(); } // DISABLE { // if ( spanim ) { // spanim.Stop(); // } // } DISABLE end }
public void SetInfo(int index, bool isWithFire, float waitTime, MagicArcher archerCtrl) { this.index = index; this.isWithFire = isWithFire; this.archerCtrl = archerCtrl; if (isWithFire) { fire = this.transform.GetChild(0); fire.localPosition = firePos[0]; } anim = GetComponent <exSpriteAnimation>(); Invoke("WaitForPlayAnim", waitTime); }
public void SetOnFire() { if (state == State.Dead) { return; } isOnFire = true; string fireName = "Soliders/Other/SoliderFire"; GameObject go = (GameObject)Instantiate(Resources.Load(fireName)); go.transform.parent = this.transform; go.transform.localPosition = new Vector3(0, 0, -2); go.transform.localEulerAngles = Vector3.zero; go.transform.localScale = Vector3.one; fireAnim = go.GetComponent <exSpriteAnimation>(); }
public void SetArmyGarrison() { state = ArmyState.Garrison; if (animName != "") { exSpriteAnimation moveAnim = GetComponent <exSpriteAnimation>(); moveAnim.Stop(); int frame = -1; if (animName == animNames[0] || animName == animNames[3] || animName == animNames[6]) { frame = 0; } else if (animName == animNames[1] || animName == animNames[4] || animName == animNames[7]) { frame = 1; } else if (animName == animNames[2] || animName == animNames[5] || animName == animNames[8]) { frame = 2; } moveAnim.SetFrame("ArmyGarrison", frame); Vector3 pos = flagPos[3 + frame]; if (!isHFlipped) { pos.x = -pos.x; } flagCtrl.localPosition = pos; animName = ""; } }
// ------------------------------------------------------------------ // Desc: // ------------------------------------------------------------------ int BackwardTriggerEvents(exSpriteAnimation _spAnim, exSpriteAnimState _lastAnim, int _index, float _start, float _end, bool _includeStart) { int idx = _index; exSpriteAnimState curAnim = _spAnim.GetCurrentAnimation(); for (int i = _index - 1; i >= 0; --i) { EventInfo ei = eventInfos[i]; if (ei.time == _start && _includeStart == false) { idx = i; continue; } if (ei.time >= _end) { Trigger(_spAnim, ei); if (curAnim == null || _lastAnim != curAnim) { return(-1); } idx = i; } else { break; } } return(idx); }
// ------------------------------------------------------------------ // Desc: // ------------------------------------------------------------------ protected override void Awake() { // DISABLE { // #if UNITY_EDITOR // if ( EditorApplication.isPlaying == false && // string.IsNullOrEmpty(textureGUID) == false && // exAtlasDBBasic.Initialized() ) // { // exAtlasDBBasic.ElementInfo elInfo = exAtlasDBBasic.GetElementInfoNoInit ( textureGUID ); // string path = AssetDatabase.GetAssetPath(atlas_); // string guid = AssetDatabase.AssetPathToGUID(path); // // // if ( elInfo != null ) { // if ( elInfo.indexInAtlas != index_ || elInfo.guidAtlas != guid ) { // path = AssetDatabase.GUIDToAssetPath(elInfo.guidAtlas); // SetSprite( (exAtlas)AssetDatabase.LoadAssetAtPath( path, typeof(exAtlas) ), // elInfo.indexInAtlas ); // Build(null); // } // } // else { // Clear(); // path = AssetDatabase.GUIDToAssetPath(textureGUID); // Texture2D texture = (Texture2D)AssetDatabase.LoadAssetAtPath( path, typeof(Texture2D) ); // Build(texture); // } // } // #endif // } DISABLE end base.Awake(); spanim = GetComponent<exSpriteAnimation>(); if ( atlas_ != null || ( renderer.sharedMaterial != null && renderer.sharedMaterial.mainTexture != null ) ) { meshFilter.sharedMesh = new Mesh(); ForceUpdateMesh( meshFilter.sharedMesh ); } }
public void init() { //Cache components m_animation = animation; m_spriteAnimation = GetComponent <exSpriteAnimation>(); }
// Use this for initialization void Start() { sprite = GetComponent <exSprite>(); anim = GetComponent <exSpriteAnimation>(); }
void CalcDirection() { if (route == null || route.Count == 0) { return; } Vector3 target = route[0]; Vector3 targetDir = target - transform.position; Vector3 forward = Vector3.right; float angle = Vector3.Angle(targetDir, forward); int flag = 0; if (angle <= 30) { flag = 0; } else if (angle > 150) { flag = 1; } else if (angle > 30 && angle <= 90) { if (target.y >= transform.position.y) { flag = 2; } else { flag = 4; } } else if (angle > 90 && angle <= 150) { if (target.y > transform.position.y) { flag = 3; } else { flag = 5; } } exSprite moveSprite = GetComponent <exSprite>(); exSpriteAnimation moveAnim = GetComponent <exSpriteAnimation>(); exSprite flagSprite = flagCtrl.GetComponent <exSprite>(); BoxCollider flagCol = flagCtrl.GetComponent <BoxCollider>(); if (flag % 2 == 0) { if (!isHFlipped) { isHFlipped = true; moveSprite.HFlip(); flagSprite.HFlip(); flagCol.center = new Vector3(-flagCol.center.x, flagCol.center.y, flagCol.center.z); } } else { if (isHFlipped) { isHFlipped = false; moveSprite.HFlip(); flagSprite.HFlip(); flagCol.center = new Vector3(-flagCol.center.x, flagCol.center.y, flagCol.center.z); } } Vector3 pos = Vector3.zero; flag /= 2; switch (state) { case ArmyState.Running: animName = animNames[flag]; pos = flagPos[flag]; break; case ArmyState.Escape: animName = animNames[flag + 3]; pos = flagPos[flag + 6]; break; case ArmyState.Victory: animName = animNames[flag + 6]; pos = flagPos[flag * 3 + 9]; break; } if (!moveAnim.IsPlaying(animName)) { moveAnim.Play(animName); } if (!isHFlipped) { pos.x = -pos.x; } flagCtrl.localPosition = pos; }
// ------------------------------------------------------------------ // Desc: // ------------------------------------------------------------------ protected new void OnDisable() { base.OnDisable(); // NOTE: though we have ExecuteInEditMode, user can Add/Remove spanim in Editor if ( spanim == null ) { spanim = GetComponent<exSpriteAnimation>(); } // DISABLE { // if ( spanim ) { // spanim.Stop(); // } // } DISABLE end }
// Use this for initialization void Start() { anim = this.gameObject.GetComponent <exSpriteAnimation>(); }
void GeneralInit(int gIdx) { int horseIdx = 0; if (gInfo.equipment > 26) { horseIdx = gInfo.equipment - 26; } string str = ""; GameObject go; if (side == WarSceneController.WhichSide.Left) { str = "Generals/HorseRed/"; } else { str = "Generals/HorseGreen/"; } str += "Horse00" + (horseIdx + 1); go = (GameObject)Instantiate(Resources.Load(str)); horse = go.GetComponent <exSpriteAnimation>(); if (side == WarSceneController.WhichSide.Left) { str = "Generals/HeadRed/"; } else { str = "Generals/HeadGreen/"; } int[,] generalBody = Informations.Instance.generalBody; if (generalBody[gIdx, 0] < 9) { str += "Head0" + (generalBody[gIdx, 0] + 1); } else { str += "Head" + (generalBody[gIdx, 0] + 1); } go = (GameObject)Instantiate(Resources.Load(str)); head = go.GetComponent <exSpriteAnimation>(); if (side == WarSceneController.WhichSide.Left) { str = "Generals/BodyRed/"; } else { str = "Generals/BodyGreen/"; } if (generalBody[gIdx, 1] < 9) { str += "Body0" + (generalBody[gIdx, 1] + 1); } else { str += "Body" + (generalBody[gIdx, 1] + 1); } go = (GameObject)Instantiate(Resources.Load(str)); body = go.GetComponent <exSpriteAnimation>(); if (generalBody[gIdx, 1] < 9) { str = "Generals/Weapon/Weapon0" + (generalBody[gIdx, 1] + 1); } else { str = "Generals/Weapon/Weapon" + (generalBody[gIdx, 1] + 1); } go = (GameObject)Instantiate(Resources.Load(str)); weapon = go.GetComponent <exSpriteAnimation>(); head.transform.parent = transform; body.transform.parent = transform; weapon.transform.parent = transform; horse.transform.parent = transform; head.transform.localPosition = Vector3.zero; body.transform.localPosition = Vector3.zero; weapon.transform.localPosition = new Vector3(0, 0, -5); horse.transform.localPosition = new Vector3(0, 0, 5f); head.transform.localScale = Vector3.one; body.transform.localScale = Vector3.one; weapon.transform.localScale = Vector3.one; horse.transform.localScale = Vector3.one; head.transform.localRotation = Quaternion.identity; body.transform.localRotation = Quaternion.identity; weapon.transform.localRotation = Quaternion.identity; horse.transform.localRotation = Quaternion.identity; if (side == WarSceneController.WhichSide.Right) { if (WarSceneController.rightGeneralPosition == 0) { transform.localPosition = generalPosBack; } else { transform.localPosition = generalPosFront; } } }
/////////////////////////////////////////////////////////////////////////////// // functions /////////////////////////////////////////////////////////////////////////////// // ------------------------------------------------------------------ // Desc: // ------------------------------------------------------------------ protected override void OnEnable() { base.OnEnable(); // NOTE: though we have ExecuteInEditMode, user can Add/Remove spanim in Editor if ( spanim == null ) { spanim = GetComponent<exSpriteAnimation>(); } if ( spanim ) { spanim.enabled = true; } }
/////////////////////////////////////////////////////////////////////////////// // functions /////////////////////////////////////////////////////////////////////////////// // ------------------------------------------------------------------ // Desc: // ------------------------------------------------------------------ void OnEnable() { if ( target != editSpAnim ) { editSpAnim = target as exSpriteAnimation; } }
void Start() { allowFade = false; sprite = GetComponent<exSpriteAnimation>(); }
// Use this for initialization void Start() { myTransform = transform; spriteObj = GetComponent<exSprite>(); spriteAnimation = GetComponent<exSpriteAnimation>(); }
// Use this for initialization void Start() { sprite = transform.GetChild(0).GetComponent <exSprite>(); anim = transform.GetChild(0).GetComponent <exSpriteAnimation>(); }
// Use this for initialization void Start() { anim = this.gameObject.GetComponent<exSpriteAnimation>(); }
// ------------------------------------------------------------------ /// \param _spAnim send message to target _spAnim.gameObject /// \param _lastAnim last animation state /// \param _lastIndex last triggered event info index (-1 means from start) /// \param _start the start time in seconds /// \param _delta the delta time in seconds /// \param _wrapMode the wrap mode /// \return return the last triggered event index /// Trigger events locate between the start and start+_delta time span // ------------------------------------------------------------------ public int TriggerEvents(exSpriteAnimation _spAnim, exSpriteAnimState _lastAnim, int _lastIndex, float _start, float _delta, WrapMode _wrapMode) { if (eventInfos.Count == 0) { return(-1); } if (_delta == 0.0f) { return(-1); } // WrapSeconds float t = WrapSeconds(_start, _wrapMode); // if we are the just start playing if (_lastIndex == -1) { return(ForwardTriggerEvents(_spAnim, _lastAnim, -1, t, t + _delta, true)); } // if (_wrapMode == WrapMode.PingPong) { int cnt = (int)(_start / length); if (cnt % 2 == 1) { _delta = -_delta; } } // if we are play forward if (_delta > 0.0f) { if (t + _delta > length) { if (_wrapMode == WrapMode.Loop) { float rest = t + _delta - length; ForwardTriggerEvents(_spAnim, _lastAnim, _lastIndex, t, length, false); exSpriteAnimState curAnim = _spAnim.GetCurrentAnimation(); if (curAnim == null || _lastAnim != curAnim) { return(-1); } return(ForwardTriggerEvents(_spAnim, _lastAnim, -1, 0.0f, rest, true)); } else if (_wrapMode == WrapMode.PingPong) { float rest = t + _delta - length; ForwardTriggerEvents(_spAnim, _lastAnim, _lastIndex, t, length, false); exSpriteAnimState curAnim = _spAnim.GetCurrentAnimation(); if (curAnim == null || _lastAnim != curAnim) { return(-1); } return(BackwardTriggerEvents(_spAnim, _lastAnim, eventInfos.Count, length, length - rest, false)); } else { return(ForwardTriggerEvents(_spAnim, _lastAnim, _lastIndex, t, t + _delta, false)); } } else { return(ForwardTriggerEvents(_spAnim, _lastAnim, _lastIndex, t, t + _delta, false)); } } else { if (t + _delta < 0.0f) { if (_wrapMode == WrapMode.Loop) { float rest = 0.0f - (t + _delta); BackwardTriggerEvents(_spAnim, _lastAnim, _lastIndex, t, 0.0f, false); exSpriteAnimState curAnim = _spAnim.GetCurrentAnimation(); if (curAnim == null || _lastAnim != curAnim) { return(-1); } return(BackwardTriggerEvents(_spAnim, _lastAnim, eventInfos.Count, length, length - rest, true)); } else if (_wrapMode == WrapMode.PingPong) { float rest = 0.0f - (t + _delta); BackwardTriggerEvents(_spAnim, _lastAnim, _lastIndex, t, 0.0f, false); exSpriteAnimState curAnim = _spAnim.GetCurrentAnimation(); if (curAnim == null || _lastAnim != curAnim) { return(-1); } return(ForwardTriggerEvents(_spAnim, _lastAnim, -1, 0.0f, rest, false)); } else { return(BackwardTriggerEvents(_spAnim, _lastAnim, _lastIndex, t, t + _delta, false)); } } else { return(BackwardTriggerEvents(_spAnim, _lastAnim, _lastIndex, t, t + _delta, false)); } } }
// ------------------------------------------------------------------ // Desc: // ------------------------------------------------------------------ protected new void Awake() { // DISABLE { // #if UNITY_EDITOR // if ( EditorApplication.isPlaying == false && // string.IsNullOrEmpty(textureGUID) == false && // exAtlasDBBasic.Initialized() ) // { // exAtlasDBBasic.ElementInfo elInfo = exAtlasDBBasic.GetElementInfoNoInit ( textureGUID ); // string path = AssetDatabase.GetAssetPath(atlas_); // string guid = AssetDatabase.AssetPathToGUID(path); // // // if ( elInfo != null ) { // if ( elInfo.indexInAtlas != index_ || elInfo.guidAtlas != guid ) { // path = AssetDatabase.GUIDToAssetPath(elInfo.guidAtlas); // SetSprite( (exAtlas)AssetDatabase.LoadAssetAtPath( path, typeof(exAtlas) ), // elInfo.indexInAtlas ); // Build(null); // } // } // else { // Clear(); // path = AssetDatabase.GUIDToAssetPath(textureGUID); // Texture2D texture = (Texture2D)AssetDatabase.LoadAssetAtPath( path, typeof(Texture2D) ); // Build(texture); // } // } // #endif // } DISABLE end base.Awake(); spanim = GetComponent<exSpriteAnimation>(); if ( atlas_ != null || ( renderer.sharedMaterial && renderer.sharedMaterial.mainTexture != null ) ) { if ( meshFilter ) { // create mesh ( in editor, this can duplicate mesh to prevent shared mesh for sprite) meshFilter_.mesh = new Mesh(); meshFilter_.sharedMesh.hideFlags = HideFlags.DontSave; ForceUpdateMesh( meshFilter_.sharedMesh ); // check if update mesh collider MeshCollider meshCollider = collider as MeshCollider; if ( meshCollider && meshCollider.sharedMesh == null ) { this.UpdateColliderSize(0.2f); } } } }
public void init() { m_animation = GetComponent <exSpriteAnimation>(); }