本文整理汇总了C#中Sprite.SetRotation方法的典型用法代码示例。如果您正苦于以下问题:C# Sprite.SetRotation方法的具体用法?C# Sprite.SetRotation怎么用?C# Sprite.SetRotation使用的例子?那么, 这里精选的方法代码示例或许可以为您提供帮助。您也可以进一步了解该方法所在类Sprite
的用法示例。
在下文中一共展示了Sprite.SetRotation方法的2个代码示例,这些例子默认根据受欢迎程度排序。您可以为喜欢或者感觉有用的代码点赞,您的评价将有助于系统推荐出更棒的C#代码示例。
示例1: AddExplosion
// Add an explosion into the list (will remove self once complete)
public void AddExplosion(Vector2 Position)
{
// Allocate and register the new sprite, starting with the explosion
// Note: slight randomization to add effect
Sprite Explosion = new Sprite("Textures/ExplosionSprite" + UnityEngine.Random.Range(0, 2)); // [0, 1]
Explosion.SetPosition(Position);
Explosion.SetAnimation(Vector2.zero, new Vector2(20, 20), 7, 0.06f + UnityEngine.Random.Range(-0.01f, 0.05f));
Explosion.SetGeometrySize(Explosion.GetSpriteSize() * (0.6f + UnityEngine.Random.Range(-0.2f, 0.2f)));
Explosion.SetRotationCenter(Explosion.GetGeometrySize() / UnityEngine.Random.Range (1.0f, 2.0f));
Explosion.SetRotation(UnityEngine.Random.Range(0.0f, 2.0f * Mathf.PI));
Explosion.SetDepth(Globals.ExplosionDepth);
// Register to renderer and list
Globals.WorldView.SManager.AddSprite(Explosion);
Explosions.Add(Explosion);
// Add explosion audio
int Index = UnityEngine.Random.Range(1, 4); // [1, 4)
Globals.WorldView.AManager.PlayAudio(Position, "Explosion" + Index);
}
示例2: AddGlow
// Add glow ontop of what is being fired
public void AddGlow(Vector2 Position)
{
// Sprite info
Vector2 GlowPos = ProjectileInfo.GetKey_Vector2("Glow", "Pos");
Vector2 GlowSize = ProjectileInfo.GetKey_Vector2("Glow", "Size");
// Allocate and register the new sprite
// Note: slight randomization to add effect
Sprite Explosion = new Sprite("Textures/Projectiles");
Explosion.SetAnimation(GlowPos, GlowSize, 1, 1.0f);
// Set in-world properties
Explosion.SetPosition(Position);
Explosion.SetGeometrySize(Explosion.GetSpriteSize() * (0.6f + UnityEngine.Random.Range(-0.2f, 0.2f)));
Explosion.SetRotationCenter(Explosion.GetGeometrySize() / 2.0f);
Explosion.SetRotation(UnityEngine.Random.Range(0.0f, 2.0f * Mathf.PI));
Explosion.SetDepth(Globals.ExplosionDepth);
// Register to renderer and list
Globals.WorldView.SManager.AddSprite(Explosion);
Glow.Add(Explosion);
}