//イメージデータから作成 void MakeImageFromAvartorData(AvatarData data) { if (AvatarData == null) { return; } List <Sprite> parts = data.MakeSortedSprites(avatarPattern); foreach (var part in parts) { if (part == null) { continue; } RectTransform child = RootChildren.AddChildGameObjectComponent <RectTransform>(part.name); child.gameObject.hideFlags = HideFlags.DontSave; Image image = child.gameObject.AddComponent <Image>(); image.material = this.Material; image.sprite = part; image.SetNativeSize(); UguiFlip flip = image.gameObject.AddComponent <UguiFlip>(); flip.FlipX = flipX; flip.FlipY = FlipY; } }
internal virtual void Flip(bool flipX, bool flipY) { UguiFlip component = base.GetComponent <UguiFlip>(); if (component == null) { if (!flipX && !flipY) { return; } component = base.get_gameObject().AddComponent <UguiFlip>(); } component.FlipX = flipX; component.FlipY = flipY; }
//上下左右の反転 internal virtual void Flip(bool flipX, bool flipY) { UguiFlip flip = this.GetComponent <UguiFlip>(); //フリップ設定なし if (flip == null) { if (!flipX && !flipY) { return; } flip = this.gameObject.AddComponent <UguiFlip>(); } flip.FlipX = flipX; flip.FlipY = flipY; }
//上下左右の反転 internal virtual void Flip(bool flipX, bool flipY) { if (!flipX && !flipY) { return; } UguiFlip flip = this.GetComponent <UguiFlip>(); //フリップ設定を消してもう一度(順番が狂うので) if (flip != null) { flip.RemoveComponentMySelf(); } flip = this.gameObject.AddComponent <UguiFlip>(); flip.FlipX = flipX; flip.FlipY = flipY; }