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C# SpriteEntry.SetRect方法代码示例

本文整理汇总了C#中SpriteEntry.SetRect方法的典型用法代码示例。如果您正苦于以下问题:C# SpriteEntry.SetRect方法的具体用法?C# SpriteEntry.SetRect怎么用?C# SpriteEntry.SetRect使用的例子?那么恭喜您, 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SpriteEntry的用法示例。


在下文中一共展示了SpriteEntry.SetRect方法的4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: ExtractSprite

	/// <summary>
	/// Extract the specified sprite from the atlas texture.
	/// </summary>

	static SpriteEntry ExtractSprite (UISpriteData es, Color32[] oldPixels, int oldWidth, int oldHeight)
	{
		int xmin = Mathf.Clamp(es.x, 0, oldWidth);
		int ymin = Mathf.Clamp(es.y, 0, oldHeight);
		int xmax = Mathf.Min(xmin + es.width, oldWidth - 1);
		int ymax = Mathf.Min(ymin + es.height, oldHeight - 1);
		int newWidth = Mathf.Clamp(es.width, 0, oldWidth);
		int newHeight = Mathf.Clamp(es.height, 0, oldHeight);

		if (newWidth == 0 || newHeight == 0) return null;

		Color32[] newPixels = new Color32[newWidth * newHeight];

		for (int y = 0; y < newHeight; ++y)
		{
			int cy = ymin + y;
			if (cy > ymax) cy = ymax;

			for (int x = 0; x < newWidth; ++x)
			{
				int cx = xmin + x;
				if (cx > xmax) cx = xmax;

				int newIndex = (newHeight - 1 - y) * newWidth + x;
				int oldIndex = (oldHeight - 1 - cy) * oldWidth + cx;

				newPixels[newIndex] = oldPixels[oldIndex];
			}
		}

		// Create a new sprite
		SpriteEntry sprite = new SpriteEntry();
		sprite.CopyFrom(es);
		sprite.SetRect(0, 0, newWidth, newHeight);
		sprite.temporaryTexture = true;
		sprite.tex = new Texture2D(newWidth, newHeight);
		sprite.tex.SetPixels32(newPixels);
		sprite.tex.Apply();
		return sprite;
	}
开发者ID:ElectrikSheep,项目名称:E_Project,代码行数:44,代码来源:UIAtlasMaker.cs

示例2: ExtractSprites

	/// <summary>
	/// Extract sprites from the atlas, adding them to the list.
	/// </summary>

	static public void ExtractSprites (UIAtlas atlas, List<SpriteEntry> finalSprites)
	{
		// Make the atlas texture readable
		Texture2D atlasTex = NGUIEditorTools.ImportTexture(atlas.texture, true, false, !atlas.premultipliedAlpha);

		if (atlasTex != null)
		{
			Color32[] oldPixels = null;
			int oldWidth = atlasTex.width;
			int oldHeight = atlasTex.height;
			List<UISpriteData> existingSprites = atlas.spriteList;

			foreach (UISpriteData es in existingSprites)
			{
				bool found = false;

				foreach (SpriteEntry fs in finalSprites)
				{
					if (es.name == fs.name)
					{
						fs.CopyBorderFrom(es);
						found = true;
						break;
					}
				}

				if (!found)
				{
					// Read the atlas
					if (oldPixels == null) oldPixels = atlasTex.GetPixels32();

					int xmin = Mathf.Clamp(es.x, 0, oldWidth);
					int ymin = Mathf.Clamp(es.y, 0, oldHeight);
					int xmax = Mathf.Min(xmin + es.width, oldWidth - 1);
					int ymax = Mathf.Min(ymin + es.height, oldHeight - 1);
					int newWidth = Mathf.Clamp(es.width, 0, oldWidth);
					int newHeight = Mathf.Clamp(es.height, 0, oldHeight);

					if (newWidth == 0 || newHeight == 0) continue;

					Color32[] newPixels = new Color32[newWidth * newHeight];

					for (int y = 0; y < newHeight; ++y)
					{
						int cy = ymin + y;
						if (cy > ymax) cy = ymax;

						for (int x = 0; x < newWidth; ++x)
						{
							int cx = xmin + x;
							if (cx > xmax) cx = xmax;

							int newIndex = (newHeight - 1 - y) * newWidth + x;
							int oldIndex = (oldHeight - 1 - cy) * oldWidth + cx;

							newPixels[newIndex] = oldPixels[oldIndex];
						}
					}

					// Create a new sprite
					SpriteEntry sprite = new SpriteEntry();
					sprite.CopyFrom(es);
					sprite.SetRect(0, 0, newWidth, newHeight);
					sprite.temporaryTexture = true;
					sprite.tex = new Texture2D(newWidth, newHeight);
					sprite.tex.SetPixels32(newPixels);
					sprite.tex.Apply();
					finalSprites.Add(sprite);
				}
			}
		}

		// The atlas no longer needs to be readable
		NGUIEditorTools.ImportTexture(atlas.texture, false, false, !atlas.premultipliedAlpha);
	}
开发者ID:SNY-GROUP,项目名称:EMProject,代码行数:79,代码来源:UIAtlasMaker.cs

示例3: CreateSprites

	/// <summary>
	/// Create a list of sprites using the specified list of textures.
	/// </summary>

	static public List<SpriteEntry> CreateSprites (List<Texture> textures)
	{
		List<SpriteEntry> list = new List<SpriteEntry>();

		foreach (Texture tex in textures)
		{
			Texture2D oldTex = NGUIEditorTools.ImportTexture(tex, true, false, true);
			if (oldTex == null) oldTex = tex as Texture2D;
			if (oldTex == null) continue;

			// If we aren't doing trimming, just use the texture as-is
			if (!NGUISettings.atlasTrimming && !NGUISettings.atlasPMA)
			{
				SpriteEntry sprite = new SpriteEntry();
				sprite.SetRect(0, 0, oldTex.width, oldTex.height);
				sprite.tex = oldTex;
				sprite.name = oldTex.name;
				sprite.temporaryTexture = false;
				list.Add(sprite);
				continue;
			}

			// If we want to trim transparent pixels, there is more work to be done
			Color32[] pixels = oldTex.GetPixels32();

			int xmin = oldTex.width;
			int xmax = 0;
			int ymin = oldTex.height;
			int ymax = 0;
			int oldWidth = oldTex.width;
			int oldHeight = oldTex.height;

			// Find solid pixels
			if (NGUISettings.atlasTrimming)
			{
				for (int y = 0, yw = oldHeight; y < yw; ++y)
				{
					for (int x = 0, xw = oldWidth; x < xw; ++x)
					{
						Color32 c = pixels[y * xw + x];

						if (c.a != 0)
						{
							if (y < ymin) ymin = y;
							if (y > ymax) ymax = y;
							if (x < xmin) xmin = x;
							if (x > xmax) xmax = x;
						}
					}
				}
			}
			else
			{
				xmin = 0;
				xmax = oldWidth - 1;
				ymin = 0;
				ymax = oldHeight - 1;
			}

			int newWidth  = (xmax - xmin) + 1;
			int newHeight = (ymax - ymin) + 1;

			if (newWidth > 0 && newHeight > 0)
			{
				SpriteEntry sprite = new SpriteEntry();
				sprite.x = 0;
				sprite.y = 0;
				sprite.width = oldTex.width;
				sprite.height = oldTex.height;

				// If the dimensions match, then nothing was actually trimmed
				if (!NGUISettings.atlasPMA && (newWidth == oldWidth && newHeight == oldHeight))
				{
					sprite.tex = oldTex;
					sprite.name = oldTex.name;
					sprite.temporaryTexture = false;
				}
				else
				{
					// Copy the non-trimmed texture data into a temporary buffer
					Color32[] newPixels = new Color32[newWidth * newHeight];

					for (int y = 0; y < newHeight; ++y)
					{
						for (int x = 0; x < newWidth; ++x)
						{
							int newIndex = y * newWidth + x;
							int oldIndex = (ymin + y) * oldWidth + (xmin + x);
							if (NGUISettings.atlasPMA) newPixels[newIndex] = NGUITools.ApplyPMA(pixels[oldIndex]);
							else newPixels[newIndex] = pixels[oldIndex];
						}
					}

					// Create a new texture
					sprite.temporaryTexture = true;
					sprite.name = oldTex.name;
//.........这里部分代码省略.........
开发者ID:ElectrikSheep,项目名称:E_Project,代码行数:101,代码来源:UIAtlasMaker.cs

示例4: ExtractSprites

    /// <summary>
    /// Extract sprites from the atlas, adding them to the list.
    /// </summary>
    static void ExtractSprites(UIAtlas atlas, List<SpriteEntry> sprites)
    {
        // Make the atlas texture readable
        Texture2D atlasTex = NGUIEditorTools.ImportTexture(atlas.texture, true, false, !atlas.premultipliedAlpha);

        if (atlasTex != null)
        {
            Color32[] oldPixels = null;
            int oldWidth = atlasTex.width;
            int oldHeight = atlasTex.height;
            List<UISpriteData> list = atlas.spriteList;

            foreach (UISpriteData asp in list)
            {
                bool found = false;

                foreach (SpriteEntry se in sprites)
                {
                    if (asp.name == se.name)
                    {
                        found = true;
                        break;
                    }
                }

                if (!found)
                {
                    // Read the atlas
                    if (oldPixels == null) oldPixels = atlasTex.GetPixels32();

                    int xmin = Mathf.Clamp(asp.x, 0, oldWidth);
                    int ymin = Mathf.Clamp(asp.y, 0, oldHeight);
                    int newWidth = Mathf.Clamp(asp.width, 0, oldWidth);
                    int newHeight = Mathf.Clamp(asp.height, 0, oldHeight);
                    if (newWidth == 0 || newHeight == 0) continue;

                    Color32[] newPixels = new Color32[newWidth * newHeight];

                    for (int y = 0; y < newHeight; ++y)
                    {
                        for (int x = 0; x < newWidth; ++x)
                        {
                            int newIndex = (newHeight - 1 - y) * newWidth + x;
                            int oldIndex = (oldHeight - 1 - (ymin + y)) * oldWidth + (xmin + x);
                            newPixels[newIndex] = oldPixels[oldIndex];
                        }
                    }

                    // Create a new sprite
                    SpriteEntry sprite = new SpriteEntry();
                    sprite.CopyFrom(asp);
                    sprite.SetRect(0, 0, newWidth, newHeight);
                    sprite.temporaryTexture = true;
                    sprite.tex = new Texture2D(newWidth, newHeight);
                    sprite.tex.SetPixels32(newPixels);
                    sprite.tex.Apply();
                    sprites.Add(sprite);
                }
            }
        }

        // The atlas no longer needs to be readable
        NGUIEditorTools.ImportTexture(atlas.texture, false, false, !atlas.premultipliedAlpha);
    }
开发者ID:jennydvr,项目名称:Speedrun,代码行数:67,代码来源:UIAtlasMaker.cs


注:本文中的SpriteEntry.SetRect方法示例由纯净天空整理自Github/MSDocs等开源代码及文档管理平台,相关代码片段筛选自各路编程大神贡献的开源项目,源码版权归原作者所有,传播和使用请参考对应项目的License;未经允许,请勿转载。