本文整理汇总了C#中UnityEngine.SpriteRenderer.GetComponent方法的典型用法代码示例。如果您正苦于以下问题:C# SpriteRenderer.GetComponent方法的具体用法?C# SpriteRenderer.GetComponent怎么用?C# SpriteRenderer.GetComponent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类UnityEngine.SpriteRenderer
的用法示例。
在下文中一共展示了SpriteRenderer.GetComponent方法的5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: SpawnPlatform
private void SpawnPlatform(Vector3 nextPos, PlatformType platformType)
{
lastPlatformSR = GameObjectUtil.Instantiate(platformPrefab.gameObject, nextPos)
.GetComponent<SpriteRenderer>();
lastPlatformSR.GetComponent<FallingPlatform>().SetupPlatform(platformType);
int numCoins = Random.Range(0, maxNumCoins + 1);
while (numCoins-- > 0) SpawnCoin(lastPlatformSR);
}
示例2: FadeSprite
/**
* Attaches a SpriteFader component to a sprite object to transition its color over time.
*/
public static void FadeSprite(SpriteRenderer spriteRenderer, Color targetColor, float duration, Vector2 slideOffset, Action onComplete = null)
{
if (spriteRenderer == null)
{
Debug.LogError("Sprite renderer must not be null");
return;
}
// Fade child sprite renderers
SpriteRenderer[] children = spriteRenderer.gameObject.GetComponentsInChildren<SpriteRenderer>();
foreach (SpriteRenderer child in children)
{
if (child == spriteRenderer)
{
continue;
}
FadeSprite(child, targetColor, duration, slideOffset);
}
// Destroy any existing fader component
SpriteFader oldSpriteFader = spriteRenderer.GetComponent<SpriteFader>();
if (oldSpriteFader != null)
{
Destroy(oldSpriteFader);
}
// Early out if duration is zero
if (duration == 0f)
{
spriteRenderer.color = targetColor;
if (onComplete != null)
{
onComplete();
}
return;
}
// Set up color transition to be applied during update
SpriteFader spriteFader = spriteRenderer.gameObject.AddComponent<SpriteFader>();
spriteFader.fadeDuration = duration;
spriteFader.startColor = spriteRenderer.color;
spriteFader.endColor = targetColor;
spriteFader.endPosition = spriteRenderer.transform.position;
spriteFader.slideOffset = slideOffset;
spriteFader.onFadeComplete = onComplete;
}
示例3: Initialize
/// <summary>
/// Initialize the map
/// </summary>
public void Initialize()
{
//Debug.Log("AutoTileMap:Initialize");
if( MapData == null )
{
Debug.LogError(" AutoTileMap.Initialize called when MapData was null");
}
else if( Tileset == null || Tileset.AtlasTexture == null )
{
Debug.LogError(" AutoTileMap.Initialize called when Tileset or Tileset.TilesetsAtlasTexture was null");
}
else
{
//Set the instance if executed in editor where Awake is not called
if( Instance == null ) Instance = this;
Tileset.GenerateAutoTileData();
//TODO: Allow changing minimap offset to allow minimaps smaller than map size
int minimapWidth = Mathf.Min(MapTileWidth, 2048); //NOTE: 2048 is a maximum safe size for a texture
int minimapHeigh = Mathf.Min(MapTileHeight, 2048);
if( MinimapTexture != null )
{
DestroyImmediate( MinimapTexture );
}
MinimapTexture = new Texture2D(minimapWidth, minimapHeigh);
MinimapTexture.anisoLevel = 0;
MinimapTexture.filterMode = FilterMode.Point;
MinimapTexture.name = "MiniMap";
MinimapTexture.hideFlags = HideFlags.DontSave;
int tileNb = m_autoTileset.TilesCount;
int minimapSize = Mathf.CeilToInt( (float)Math.Sqrt( tileNb ) );
if (m_minimapTilesTexture != null)
{
DestroyImmediate(m_minimapTilesTexture);
}
m_minimapTilesTexture = new Texture2D(minimapSize, minimapSize);
m_minimapTilesTexture.anisoLevel = 0;
m_minimapTilesTexture.filterMode = FilterMode.Point;
m_minimapTilesTexture.name = "MiniMapTiles";
m_minimapTilesTexture.hideFlags = HideFlags.DontSave;
_GenerateMinimapTilesTexture();
if( Application.isEditor )
{
if( EditorMinimapRender == null )
{
GameObject objMinimap = new GameObject();
objMinimap.name = "Minimap";
objMinimap.transform.parent = transform;
EditorMinimapRender = objMinimap.AddComponent<SpriteRenderer>();
EditorMinimapRender.GetComponent<Renderer>().enabled = false;
}
Rect rMinimap = new Rect(0f, 0f, MinimapTexture.width, MinimapTexture.height);
Vector2 pivot = new Vector2(0f, 1f);
EditorMinimapRender.sprite = Sprite.Create(MinimapTexture, rMinimap, pivot, AutoTileset.PixelToUnits);
EditorMinimapRender.transform.localScale = new Vector3(Tileset.TileWidth, Tileset.TileHeight);
}
MapLayers = new List<MapLayer>();
TileLayers = new List<AutoTile[]>();
AutoTileMapGui = GetComponent<AutoTileMapGui>();
if( m_tileChunkPoolNode == null )
{
string nodeName = name+" Data";
GameObject obj = GameObject.Find( nodeName );
if( obj == null ) obj = new GameObject();
obj.name = nodeName;
m_tileChunkPoolNode = obj.AddComponent<TileChunkPool>();
}
m_tileChunkPoolNode.Initialize( this );
}
}
示例4: Initialize
/// <summary>
/// Initialize the map
/// </summary>
public void Initialize()
{
//Debug.Log("AutoTileMap:Initialize");
if( MapData == null )
{
Debug.LogError(" AutoTileMap.Initialize called when MapData was null");
}
else if( Tileset == null || Tileset.AtlasTexture == null )
{
Debug.LogError(" AutoTileMap.Initialize called when Tileset or Tileset.TilesetsAtlasTexture was null");
}
else
{
//Set the instance if executed in editor where Awake is not called
if( Instance == null ) Instance = this;
Tileset.GenerateAutoTileData();
MinimapTexture = new Texture2D(MapTileWidth, MapTileHeight);
MinimapTexture.anisoLevel = 0;
MinimapTexture.filterMode = FilterMode.Point;
MinimapTexture.name = "MiniMap";
m_minimapTilesTexture = new Texture2D( 64, 64 );
m_minimapTilesTexture.anisoLevel = 0;
m_minimapTilesTexture.filterMode = FilterMode.Point;
m_minimapTilesTexture.name = "MiniMapTiles";
_GenerateMinimapTilesTexture();
if( Application.isEditor )
{
if( EditorMinimapRender == null )
{
GameObject objMinimap = new GameObject();
objMinimap.name = "Minimap";
objMinimap.transform.parent = transform;
EditorMinimapRender = objMinimap.AddComponent<SpriteRenderer>();
EditorMinimapRender.GetComponent<Renderer>().enabled = false;
}
Rect rMinimap = new Rect(0f, 0f, MinimapTexture.width, MinimapTexture.height);
Vector2 pivot = new Vector2(0f, 1f);
EditorMinimapRender.sprite = Sprite.Create(MinimapTexture, rMinimap, pivot, AutoTileset.PixelToUnits);
EditorMinimapRender.transform.localScale = new Vector3(Tileset.TileWidth, Tileset.TileHeight);
}
MapLayers = new List<MapLayer>();
TileLayers = new List<AutoTile[]>();
AutoTileMapGui = GetComponent<AutoTileMapGui>();
if( m_tileChunkPoolNode == null )
{
string nodeName = name+" Data";
GameObject obj = GameObject.Find( nodeName );
if( obj == null ) obj = new GameObject();
obj.name = nodeName;
m_tileChunkPoolNode = obj.AddComponent<TileChunkPool>();
}
m_tileChunkPoolNode.Initialize( this );
}
}
示例5: Initialize
/// <summary>
/// Initialize the map
/// </summary>
public void Initialize()
{
//Debug.Log("AutoTileMap:Initialize");
if( MapData == null )
{
Debug.LogError(" AutoTileMap.Initialize called when MapData was null");
}
else if( Tileset == null || Tileset.AtlasTexture == null )
{
Debug.LogError(" AutoTileMap.Initialize called when Tileset or Tileset.TilesetsAtlasTexture was null");
}
else
{
Tileset.GenerateAutoTileData();
MinimapTexture = new Texture2D(MapTileWidth, MapTileHeight);
MinimapTexture.anisoLevel = 0;
MinimapTexture.filterMode = FilterMode.Point;
MinimapTexture.name = "MiniMap";
m_minimapTilesTexture = new Texture2D( 64, 64 );
m_minimapTilesTexture.anisoLevel = 0;
m_minimapTilesTexture.filterMode = FilterMode.Point;
m_minimapTilesTexture.name = "MiniMapTiles";
_GenerateMinimapTilesTexture();
if( Application.isEditor )
{
if( EditorMinimapRender == null )
{
GameObject objMinimap = new GameObject();
objMinimap.name = "Minimap";
objMinimap.transform.parent = transform;
EditorMinimapRender = objMinimap.AddComponent<SpriteRenderer>();
EditorMinimapRender.GetComponent<Renderer>().enabled = false;
}
Rect rMinimap = new Rect(0f, 0f, MinimapTexture.width, MinimapTexture.height);
Vector2 pivot = new Vector2(0f, 1f);
EditorMinimapRender.sprite = Sprite.Create(MinimapTexture, rMinimap, pivot, AutoTileset.PixelToUnits);
EditorMinimapRender.transform.localScale = new Vector3(Tileset.TileWidth, Tileset.TileHeight);
}
m_AutoTileLayers = new List<AutoTile[,]>( (int)eTileLayer._SIZE );
for( int iLayer = 0; iLayer < (int)eTileLayer._SIZE; ++iLayer )
{
m_AutoTileLayers.Add( new AutoTile[MapTileWidth, MapTileHeight] );
for (int i = 0; i < MapTileWidth; ++i)
{
for (int j = 0; j < MapTileHeight; ++j)
{
m_AutoTileLayers[iLayer][i, j] = null;
}
}
}
AutoTileMapGui = GetComponent<AutoTileMapGui>();
if( m_tileChunkPoolNode == null )
{
string nodeName = name+" Data";
GameObject obj = GameObject.Find( nodeName );
if( obj == null ) obj = new GameObject();
obj.name = nodeName;
obj.AddComponent<TileChunkPool>();
m_tileChunkPoolNode = obj.AddComponent<TileChunkPool>();
}
m_tileChunkPoolNode.Initialize( this );
}
}