PackedSprite Class Reference

Inheritance diagram for PackedSprite:
AutoSpriteBase SpriteBase SpriteRoot

List of all members.

Public Types

enum  SPRITE_PLANE
enum  ANCHOR_METHOD
enum  WINDING_ORDER

Public Member Functions

override void Copy (SpriteRoot s)
 Copies all the attributes of another sprite.
void AddAnimation (UVAnimation anim)
 Adds an animation to the sprite for its use.
override void Aggregate (PathFromGUIDDelegate guid2Path, LoadAssetDelegate load, GUIDFromPathDelegate path2Guid)
 Collects all textures intended for packing, as well as sprite frames, together into a standard form for processing.
override void Clear ()
 Resets important sprite values to defaults for reuse.
void Setup (float w, float h)
 Sets up the essential elements of a sprite.
void Setup (float w, float h, Material material)
 Sets up the essential elements of a sprite.
virtual void Copy (SpriteRoot s)
 Copies all the vital attributes of another sprite.
virtual void CopyAll (SpriteRoot s)
 Copies all the attributes of another sprite, including its edit-time TextureAnimations.
void PlayAnim (UVAnimation anim, int frame)
 Starts playing the specified animation Note: this doesn't resume from a pause, it completely restarts the animation. To unpause, use UnpauseAnim.
void PlayAnim (UVAnimation anim)
 Starts playing the specified animation Note: this doesn't resume from a pause, it completely restarts the animation. To unpause, use UnpauseAnim.
void PlayAnim (int index, int frame)
 Starts playing the specified animation Note: this doesn't resume from a pause, it completely restarts the animation. To unpause, use UnpauseAnim.
override void PlayAnim (int index)
 Starts playing the specified animation Note: this doesn't resume from a pause, it completely restarts the animation. To unpause, use UnpauseAnim.
void PlayAnim (string name, int frame)
 Starts playing the specified animation Note: this doesn't resume from a pause, it completely restarts the animation. To unpause, use UnpauseAnim.
override void PlayAnim (string name)
 Starts playing the specified animation Note: this doesn't resume from a pause, it completely restarts the animation. To unpause, use UnpauseAnim.
void PlayAnimInReverse (UVAnimation anim)
 Like PlayAnim, but plays the animation in reverse. See PlayAnim.
void PlayAnimInReverse (UVAnimation anim, int frame)
 Like PlayAnim, but plays the animation in reverse. See PlayAnim.
override void PlayAnimInReverse (int index)
 Like PlayAnim, but plays the animation in reverse. See PlayAnim.
void PlayAnimInReverse (int index, int frame)
 Like PlayAnim, but plays the animation in reverse. See PlayAnim.
override void PlayAnimInReverse (string name)
 Like PlayAnim, but plays the animation in reverse. See PlayAnim.
void PlayAnimInReverse (string name, int frame)
 Like PlayAnim, but plays the animation in reverse. See PlayAnim.
void DoAnim (int index)
 Plays the specified animation only if it is not already playing.
void DoAnim (string name)
 Plays the specified animation only if it is not already playing.
void DoAnim (UVAnimation anim)
 Plays the specified animation only if it is not already playing.
void SetCurFrame (int index)
 Sets the current frame of the current animation immediately.
override void StopAnim ()
 Stops the current animation from playing and resets it to the beginning for playing again. The sprite then reverts to the static image.
void UnpauseAnim ()
 Resumes an animation from where it left off previously.
UVAnimation GetCurAnim ()
 Returns a reference to the currently selected animation. NOTE: This does not mean the animation is currently playing. To determine whether the animation is playing, use IsAnimating.
UVAnimation GetAnim (string name)
 Returns a reference to the animation that matches the name specified.
override int GetStateIndex (string stateName)
 Returns the index of the state with the specified name. -1 if no state matching the specified name is found.
override void SetState (int index)
 Sets the sprite to the specified state/animation.
delegate void AnimCompleteDelegate (SpriteBase sprite)
delegate void AnimFrameDelegate (SpriteBase sprite, int frame)
override void Delete ()
 If non-managed, call Delete() before destroying this component or the GameObject to which it is attached. Memory leaks can ensue otherwise.
override void Hide (bool tf)
 Hides or displays the sprite by disabling/enabling the sprite's mesh renderer component, or if managed, sets the mesh size to 0.
void SetAnimCompleteDelegate (AnimCompleteDelegate del)
 Sets the delegate to be called upon animation completion.
void SetAnimFrameDelegate (AnimFrameDelegate del)
 Sets the delegate to be called each frame of animation.
void SetSpriteResizedDelegate (SpriteResizedDelegate del)
 Sets the delegate to be called when the sprite is resized.
void AddSpriteResizedDelegate (SpriteResizedDelegate del)
 Adds the delegate to be called when the sprite is resized.
void RemoveSpriteresizedDelegate (SpriteResizedDelegate del)
 Removes the specified delegate from the list of those to be called when the sprite is resized.
void SetFramerate (float fps)
 Changes the framerate at which the current animation plays. NOTE: This only has effect if called AFTER PlayAnim() is called. Otherwise, PlayAnim() sets the framerate to whatever is specified in the animation itself.
void PauseAnim ()
 Pauses the currently-playing animation.
void RevertToStatic ()
 Reverts the sprite to its static (non-animating) default appearance.
bool IsAnimating ()
 Returns whether the sprite is currently animating.
delegate void SpriteResizedDelegate (float newWidth, float newHeight, SpriteRoot sprite)
void CalcSize ()
 Recalculates the width and height of the sprite based upon the change in its UV dimensions (autoResize) or on the current camera's disposition (pixelPerfect).
virtual void SetSize (float w, float h)
 Sets the physical dimensions of the sprite in the plane selected.
virtual void TruncateRight (float pct)
 Truncates the right edge of the sprite to the specified percentage. 1 == no truncation 0 == complete truncation.
virtual void TruncateLeft (float pct)
 Truncates the left edge of the sprite to the specified percentage. 1 == no truncation 0 == complete truncation.
virtual void TruncateTop (float pct)
 Truncates the top edge of the sprite to the specified percentage. 1 == no truncation 0 == complete truncation.
virtual void TruncateBottom (float pct)
 Truncates the bottom edge of the sprite to the specified percentage. 1 == no truncation 0 == complete truncation.
virtual void Untruncate ()
 Removes any truncation.
virtual void Unclip ()
 Removes any clipping that is being applied to the sprite.
virtual void UpdateUVs ()
 Applies any changes to the UVs to the actual sprite mesh.
virtual void SetColor (Color c)
 Sets the sprite's color to the specified color.
void CalcPixelToUV ()
 Recalculates the pixel-to-UV ratio based on the current texture.
void SetTexture (Texture2D tex)
 Changes the texture to be used by the sprite's material. NOTE: This will cause the sprite not to batch with other sprites and can only be used with non-managed sprites.
void SetMaterial (Material mat)
 Changes the material to be used by the sprite. NOTE: This can only be used with non-managed sprites.
void UpdateCamera ()
 Updates any camera-dependent settings, such as the calculated pixel-perfect size. Use this with BroadcastMessage() to do bulk re-calculation of object sizes whenever your screensize/resolution changes at runtime.
void SetCamera ()
 A no-argument version of SetCamera() that simply re-assigns the same camera to the object, forcing it to recalculate all camera-dependent calculations.
virtual void SetCamera (Camera c)
 Sets the camera to use when calculating a pixel-perfect sprite size.
bool IsHidden ()
 Returns whether the sprite is currently set to be hideAtStart (whether its mesh renderer component is enabled).
void SetBleedCompensation (float x, float y)
 Sets the bleed compensation to use (see bleedCompensation).
void SetBleedCompensation (Vector2 xy)
 Sets the bleed compensation to use (see bleedCompensation).
void SetPlane (SPRITE_PLANE p)
 Sets the plane in which the sprite is to be drawn. See: SPRITE_PLANE.
void SetWindingOrder (WINDING_ORDER order)
 Sets the winding order to use. See WINDING_ORDER.
void SetDrawLayer (int layer)
 Sets the draw layer of the sprite (only applies to managed sprites).
void SetFrameInfo (SPRITE_FRAME fInfo)
 Sets the sprite's frame info, which includes UVs, offsets, etc.
void SetUVs (Rect uv)
 Sets the sprite's UVs to the specified values.
void SetUVsFromPixelCoords (Rect pxCoords)
 Sets the sprite's UVs from pixel coordinates.
Rect GetUVs ()
 Returns the current UV coordinates of the sprite (before bleed compensation).
Vector3[] GetVertices ()
 Returns a reference to the sprite's vertices. NOTE: You can only directly modify the sprite's vertices if it is a non-managed sprite.
Vector3 GetCenterPoint ()
 Gets the center point of the sprite, taking into account the actual positions of vertices.
void SetAnchor (ANCHOR_METHOD a)
 Sets the anchor method to use. See ANCHOR_METHOD.
void SetOffset (Vector3 o)
 Sets the offset of the sprite from its GameObject. See offset.
Vector2 PixelSpaceToUVSpace (Vector2 xy)
 Converts pixel-space values to UV-space scalar values according to the currently assigned material. NOTE: This is for converting widths and heights-not coordinates (which have reversed Y-coordinates). For coordinates, use PixelCoordToUVCoord()!
Vector2 PixelSpaceToUVSpace (int x, int y)
 Converts pixel-space values to UV-space scalar values according to the currently assigned material. NOTE: This is for converting widths and heights-not coordinates (which have reversed Y-coordinates). For coordinates, use PixelCoordToUVCoord()!
Vector2 PixelCoordToUVCoord (Vector2 xy)
 Converts pixel coordinates to UV coordinates according to the currently assigned material. NOTE: This is for converting coordinates and will reverse the Y component accordingly. For converting widths and heights, use PixelSpaceToUVSpace()!
Vector2 PixelCoordToUVCoord (int x, int y)
 Converts pixel coordinates to UV coordinates according to the currently assigned material. NOTE: This is for converting coordinates and will reverse the Y component accordingly. For converting widths and heights, use PixelSpaceToUVSpace()!

Static Public Member Functions

static PackedSprite Create (string name, Vector3 pos)
 Creates a GameObject and attaches this component type to it.
static PackedSprite Create (string name, Vector3 pos, Quaternion rotation)
 Creates a GameObject and attaches this component type to it.

Public Attributes

string staticTexPath = ""
TextureAnim[] textureAnimations
 The animations as defined using individual textures. See TextureAnim.
bool doNotTrimImages = false
 When set to true, even if the "Trim Images" option is enabled in the atlas builder, the images for this object will not be trimmed.
UVAnimation[] animations
 Holds the actual UV sequences that will be used at run-time.
bool playAnimOnStart = false
 When set to true, the sprite will play the default animation (see defaultAnim) when the sprite is instantiated.
int defaultAnim = 0
 Index of the animation to play by default.
bool managed = false
 When true, the sprite will be managed by the selected sprite manager script. When false, the sprite has its own mesh and will be batched automatically with other sprites (when available - Unity iPhone).
SpriteManager manager
 Reference to the manager which will manage this sprite, provided managed is set to true.
int drawLayer
 The layer in which the sprite will be drawn if managed.
bool persistent = false
 This must be set to true at design time for the sprite to survive loading a new level.
SPRITE_PLANE plane = SPRITE_PLANE.XY
 The plane in which the sprite will be drawn.
WINDING_ORDER winding = WINDING_ORDER.CW
 The winding order of the sprite's polygons - determines the direction the sprite will "face".
float width
 Width of the sprite in world space.
float height
 Height of the sprite in world space.
Vector2 bleedCompensation
 Will contract the UV edges of the sprite by the specified amount to prevent "bleeding" from neighboring pixels, especially when mipmapping.
ANCHOR_METHOD anchor = ANCHOR_METHOD.TEXTURE_OFFSET
 Anchor method to use.

See also:
ANCHOR_METHOD

.

bool pixelPerfect = false
 Automatically sizes the sprite so that it will display pixel-perfect on-screen. NOTE: If you change the orthographic size of the camera or the distance between the sprite and a perspective camera, call SetCamera() to make the text pixel-perfect again. However, if you want automatic resizing functionality without being pixel-perfect and therefore allowing zooming in and out, use autoResize instead.
bool autoResize = false
 Automatically resizes the sprite based on its new UV dimensions compared to its previous dimensions. Setting this to true allows you to use non-uniform sized sprites for animation without causing the sprite to appear "squashed" while animating.
Vector3 offset = new Vector3()
 Offsets the sprite, in world space, from the center of its GameObject.
Color color = Color.white
 The color to be used by all four of the sprite's vertices. This can be used to color, highlight, or fade the sprite. Be sure to use a vertex-colored shader for this to have an effect.
bool hideAtStart = false
 Whether the sprite will be hideAtStart when it starts.
bool ignoreClipping = false
 When true, the sprite will not be clipped.

Properties

override TextureAnim[] States [get, set]
 Accessor for the sprite's various states as defined in the editor (not used at runtime).
override CSpriteFrame DefaultFrame [get]
 Gets the default frame of the sprite object. This is the appearance the sprite is to have in the editor.
virtual bool DoNotTrimImages [get, set]
 When set to true, even if the "Trim Images" option is enabled in the atlas builder, the images for this object will not be trimmed.
bool Animating [get, set]
 Property useful for use with EZ Game Saver. When it gets set, the current animation is started. Include this, along with CurAnimIndex, as a saved property so that any playing animation is resumed.
int CurAnimIndex [get, set]
 Property useful for use with EZ Game Saver. Include this as a saved property, along with Animating, so that any playing animation is resumed.
Color Color [get, set]
 Accessor for the object's current overall color tint.
virtual Camera RenderCamera [get, set]
 Accessor for the camera that will be used to render this object. Use this to ensure the object is properly configured for the specific camera that will render it.
Vector2 PixelSize [get, set]
 Gets/Sets the width and height of the sprite in pixels as it appears on-screen.
Vector2 ImageSize [get]
 Gets the width and height of the image the sprite is displaying. NOTE: This is not the number of screen pixels occupied by the sprite, but rather the original number of texels which compose the sprite's image.
bool Managed [get, set]
 Sets the sprite to a managed or batched state.
virtual Rect3D ClippingRect [get, set]
 The rect against which the sprite should be clipped. The sprite will be immediately clipped by this rect when set. When setting, the rect should be in world space.
virtual bool Clipped [get, set]
 Accessor for whether the sprite is to be clipped by any already-specified clipping rect.
ANCHOR_METHOD Anchor [get, set]
 Accessor for the object's anchor method.
Vector3 UnclippedTopLeft [get]
 The top-left corner of the sprite when no clipping or trimming is applied.
Vector3 UnclippedBottomRight [get]
 The bottom-right corner of the sprite when no clipping or trimming is applied.
Vector3 TopLeft [get]
 Returns the position of the top-left vertex of the sprite after any clipping or trimming.
Vector3 BottomRight [get]
 Returns the position of the bottom-right vertex of the sprite after any clipping or trimming.

Detailed Description

This implements SpriteBase and adds animation functionality allowing the user to define their sprite animations using individual, non-uniform sprite textures which will then be compiled into a sprite atlas automatically.


Member Enumeration Documentation

enum SpriteRoot::ANCHOR_METHOD [inherited]

The anchoring scheme of a sprite. The anchor point is the point on the sprite that will remain stationary when the sprite's size changes. For a health bar that "grows" to the right while its left edge remains stationary, you would use UPPER_LEFT, MIDDLE_LEFT, or BOTTOM_LEFT.

For a health bar that "grows" upward while the bottom edge remains stationary, you would use BOTTOM_LEFT, BOTTOM_CENTER, or BOTTOM_RIGHT.

enum SpriteRoot::SPRITE_PLANE [inherited]

The plane in which a sprite should be drawn.

enum SpriteRoot::WINDING_ORDER [inherited]

Defines which way the polygons of a sprite should be wound. The two options are clock-wise (CW) and counter clock-wise (CCW). These determine the direction the sprite will "face".


Member Function Documentation

void PackedSprite.AddAnimation ( UVAnimation  anim  ) 

Adds an animation to the sprite for its use.

Parameters:
anim The animation to add
void SpriteBase.AddSpriteResizedDelegate ( SpriteResizedDelegate  del  )  [inherited]

Adds the delegate to be called when the sprite is resized.

Parameters:
del A delegate to be called when the sprite is resized.
override void PackedSprite.Aggregate ( PathFromGUIDDelegate  guid2Path,
LoadAssetDelegate  load,
GUIDFromPathDelegate  path2Guid 
) [virtual]

Collects all textures intended for packing, as well as sprite frames, together into a standard form for processing.

Reimplemented from AutoSpriteBase.

delegate void SpriteBase.AnimCompleteDelegate ( SpriteBase  sprite  )  [inherited]

Defines a delegate that can be called upon animation completion. Use this if you want something to happen as soon as an animation reaches the end. Receives a reference to the sprite.

Parameters:
sprite A reference to the sprite whose animation has finished.
delegate void SpriteBase.AnimFrameDelegate ( SpriteBase  sprite,
int  frame 
) [inherited]

Defines a delegate that can be called once for each frame of animation. Use this if you want something to happen on an animation frame. Receives a reference to the sprite and the zero-based index of the current frame as an argument.

Parameters:
sprite A reference to the sprite which is calling the delegate.
frame The current animation frame number. (0-based)
void SpriteRoot.CalcPixelToUV (  )  [inherited]

Recalculates the pixel-to-UV ratio based on the current texture.

void SpriteRoot.CalcSize (  )  [inherited]

Recalculates the width and height of the sprite based upon the change in its UV dimensions (autoResize) or on the current camera's disposition (pixelPerfect).

override void AutoSpriteBase.Clear (  )  [virtual, inherited]

Resets important sprite values to defaults for reuse.

Reimplemented from SpriteBase.

virtual void SpriteRoot.Copy ( SpriteRoot  s  )  [virtual, inherited]

Copies all the vital attributes of another sprite.

Parameters:
s Source sprite to be copied.
override void PackedSprite.Copy ( SpriteRoot  s  ) 

Copies all the attributes of another sprite.

Parameters:
s A reference to the sprite to be copied.

Reimplemented from AutoSpriteBase.

virtual void AutoSpriteBase.CopyAll ( SpriteRoot  s  )  [virtual, inherited]

Copies all the attributes of another sprite, including its edit-time TextureAnimations.

Parameters:
s A reference to the sprite to be copied.
static PackedSprite PackedSprite.Create ( string  name,
Vector3  pos,
Quaternion  rotation 
) [static]

Creates a GameObject and attaches this component type to it.

Parameters:
name Name to give to the new GameObject.
pos Position, in world space, where the new object should be created.
rotation Rotation of the object.
Returns:
Returns a reference to the component.
static PackedSprite PackedSprite.Create ( string  name,
Vector3  pos 
) [static]

Creates a GameObject and attaches this component type to it.

Parameters:
name Name to give to the new GameObject.
pos Position, in world space, where the new object should be created.
Returns:
Returns a reference to the component.
override void SpriteBase.Delete (  )  [virtual, inherited]

If non-managed, call Delete() before destroying this component or the GameObject to which it is attached. Memory leaks can ensue otherwise.

Reimplemented from SpriteRoot.

void AutoSpriteBase.DoAnim ( UVAnimation  anim  )  [inherited]

Plays the specified animation only if it is not already playing.

Parameters:
anim Reference to the animation to play.
void AutoSpriteBase.DoAnim ( string  name  )  [inherited]

Plays the specified animation only if it is not already playing.

Parameters:
name Name of the animation to play.
void AutoSpriteBase.DoAnim ( int  index  )  [inherited]

Plays the specified animation only if it is not already playing.

Parameters:
index Index of the animation to play.
UVAnimation AutoSpriteBase.GetAnim ( string  name  )  [inherited]

Returns a reference to the animation that matches the name specified.

Parameters:
name Name of the animation sought.
Returns:
Reference to the animation, if found, null otherwise.
Vector3 SpriteRoot.GetCenterPoint (  )  [inherited]

Gets the center point of the sprite, taking into account the actual positions of vertices.

Returns:
The center point of the sprite.
UVAnimation AutoSpriteBase.GetCurAnim (  )  [inherited]

Returns a reference to the currently selected animation. NOTE: This does not mean the animation is currently playing. To determine whether the animation is playing, use IsAnimating.

Returns:
Reference to the currently selected animation.
override int AutoSpriteBase.GetStateIndex ( string  stateName  )  [virtual, inherited]

Returns the index of the state with the specified name. -1 if no state matching the specified name is found.

Parameters:
stateName The name of the state sought.
Returns:
The zero-based index of the state, or -1 if no state is found by that name.

Implements SpriteRoot.

Rect SpriteRoot.GetUVs (  )  [inherited]

Returns the current UV coordinates of the sprite (before bleed compensation).

Returns:
Rect containing the sprite's UV coordinates.
Vector3 [] SpriteRoot.GetVertices (  )  [inherited]

Returns a reference to the sprite's vertices. NOTE: You can only directly modify the sprite's vertices if it is a non-managed sprite.

Returns:
A reference to the sprite's vertices.
override void SpriteBase.Hide ( bool  tf  )  [virtual, inherited]

Hides or displays the sprite by disabling/enabling the sprite's mesh renderer component, or if managed, sets the mesh size to 0.

Parameters:
tf When true, the sprite is hideAtStart, when false, the sprite will be displayed.

Reimplemented from SpriteRoot.

Reimplemented in UIListItem, UIProgressBar, UISlider, UITextField, and AutoSpriteControlBase.

bool SpriteBase.IsAnimating (  )  [inherited]

Returns whether the sprite is currently animating.

Returns:
True if the sprite is currently animating, false otherwise.
bool SpriteRoot.IsHidden (  )  [inherited]

Returns whether the sprite is currently set to be hideAtStart (whether its mesh renderer component is enabled).

Returns:
True when hideAtStart, false when set to be displayed.
void SpriteBase.PauseAnim (  )  [inherited]

Pauses the currently-playing animation.

Vector2 SpriteRoot.PixelCoordToUVCoord ( int  x,
int  y 
) [inherited]

Converts pixel coordinates to UV coordinates according to the currently assigned material. NOTE: This is for converting coordinates and will reverse the Y component accordingly. For converting widths and heights, use PixelSpaceToUVSpace()!

Parameters:
x The x-coordinate to convert.
y The y-coordinate to convert.
Returns:
The coordinates converted to UV coordinates.
Vector2 SpriteRoot.PixelCoordToUVCoord ( Vector2  xy  )  [inherited]

Converts pixel coordinates to UV coordinates according to the currently assigned material. NOTE: This is for converting coordinates and will reverse the Y component accordingly. For converting widths and heights, use PixelSpaceToUVSpace()!

Parameters:
xy The coordinates to convert.
Returns:
The coordinates converted to UV coordinates.
Vector2 SpriteRoot.PixelSpaceToUVSpace ( int  x,
int  y 
) [inherited]

Converts pixel-space values to UV-space scalar values according to the currently assigned material. NOTE: This is for converting widths and heights-not coordinates (which have reversed Y-coordinates). For coordinates, use PixelCoordToUVCoord()!

Parameters:
x The X-value to convert.
y The Y-value to convert.
Returns:
The values converted to UV space.
Vector2 SpriteRoot.PixelSpaceToUVSpace ( Vector2  xy  )  [inherited]

Converts pixel-space values to UV-space scalar values according to the currently assigned material. NOTE: This is for converting widths and heights-not coordinates (which have reversed Y-coordinates). For coordinates, use PixelCoordToUVCoord()!

Parameters:
xy The values to convert.
Returns:
The values converted to UV space.
override void AutoSpriteBase.PlayAnim ( string  name  )  [virtual, inherited]

Starts playing the specified animation Note: this doesn't resume from a pause, it completely restarts the animation. To unpause, use UnpauseAnim.

Parameters:
name The name of the animation to play.

Reimplemented from SpriteBase.

void AutoSpriteBase.PlayAnim ( string  name,
int  frame 
) [inherited]

Starts playing the specified animation Note: this doesn't resume from a pause, it completely restarts the animation. To unpause, use UnpauseAnim.

Parameters:
name The name of the animation to play.
frame The zero-based index of the frame at which to start playing.
override void AutoSpriteBase.PlayAnim ( int  index  )  [virtual, inherited]

Starts playing the specified animation Note: this doesn't resume from a pause, it completely restarts the animation. To unpause, use UnpauseAnim.

Parameters:
index Index of the animation to play.

Reimplemented from SpriteBase.

void AutoSpriteBase.PlayAnim ( int  index,
int  frame 
) [inherited]

Starts playing the specified animation Note: this doesn't resume from a pause, it completely restarts the animation. To unpause, use UnpauseAnim.

Parameters:
index Index of the animation to play.
frame The zero-based index of the frame at which to start playing.
void AutoSpriteBase.PlayAnim ( UVAnimation  anim  )  [inherited]

Starts playing the specified animation Note: this doesn't resume from a pause, it completely restarts the animation. To unpause, use UnpauseAnim.

Parameters:
anim A reference to the animation to play.
void AutoSpriteBase.PlayAnim ( UVAnimation  anim,
int  frame 
) [inherited]

Starts playing the specified animation Note: this doesn't resume from a pause, it completely restarts the animation. To unpause, use UnpauseAnim.

Parameters:
anim A reference to the animation to play.
frame The zero-based index of the frame at which to start playing.
void AutoSpriteBase.PlayAnimInReverse ( string  name,
int  frame 
) [inherited]

Like PlayAnim, but plays the animation in reverse. See PlayAnim.

Parameters:
name Name of the animation to play in reverse.
frame The zero-based index of the frame at which to start playing.
override void AutoSpriteBase.PlayAnimInReverse ( string  name  )  [virtual, inherited]

Like PlayAnim, but plays the animation in reverse. See PlayAnim.

Parameters:
name Name of the animation to play in reverse.

Reimplemented from SpriteBase.

void AutoSpriteBase.PlayAnimInReverse ( int  index,
int  frame 
) [inherited]

Like PlayAnim, but plays the animation in reverse. See PlayAnim.

Parameters:
index Index of the animation to play in reverse.
frame The zero-based index of the frame at which to start playing.
override void AutoSpriteBase.PlayAnimInReverse ( int  index  )  [virtual, inherited]

Like PlayAnim, but plays the animation in reverse. See PlayAnim.

Parameters:
index Index of the animation to play in reverse.

Reimplemented from SpriteBase.

void AutoSpriteBase.PlayAnimInReverse ( UVAnimation  anim,
int  frame 
) [inherited]

Like PlayAnim, but plays the animation in reverse. See PlayAnim.

Parameters:
anim Reference to the animation to play in reverse.
frame The zero-based index of the frame at which to start playing.
void AutoSpriteBase.PlayAnimInReverse ( UVAnimation  anim  )  [inherited]

Like PlayAnim, but plays the animation in reverse. See PlayAnim.

Parameters:
anim Reference to the animation to play in reverse.
void SpriteBase.RemoveSpriteresizedDelegate ( SpriteResizedDelegate  del  )  [inherited]

Removes the specified delegate from the list of those to be called when the sprite is resized.

Parameters:
del The delegate to be removed.
void SpriteBase.RevertToStatic (  )  [inherited]

Reverts the sprite to its static (non-animating) default appearance.

void SpriteRoot.SetAnchor ( ANCHOR_METHOD  a  )  [inherited]

Sets the anchor method to use. See ANCHOR_METHOD.

Parameters:
a The anchor method to use.
void SpriteBase.SetAnimCompleteDelegate ( AnimCompleteDelegate  del  )  [inherited]

Sets the delegate to be called upon animation completion.

Parameters:
del The delegate to be called when an animation finishes playing.
void SpriteBase.SetAnimFrameDelegate ( AnimFrameDelegate  del  )  [inherited]

Sets the delegate to be called each frame of animation.

Parameters:
del The delegate to be called each frame of animation.
void SpriteRoot.SetBleedCompensation ( Vector2  xy  )  [inherited]

Sets the bleed compensation to use (see bleedCompensation).

void SpriteRoot.SetBleedCompensation ( float  x,
float  y 
) [inherited]

Sets the bleed compensation to use (see bleedCompensation).

virtual void SpriteRoot.SetCamera ( Camera  c  )  [virtual, inherited]

Sets the camera to use when calculating a pixel-perfect sprite size.

Parameters:
c 

Reimplemented in AutoSpriteControlBase.

void SpriteRoot.SetCamera (  )  [inherited]

A no-argument version of SetCamera() that simply re-assigns the same camera to the object, forcing it to recalculate all camera-dependent calculations.

virtual void SpriteRoot.SetColor ( Color  c  )  [virtual, inherited]

Sets the sprite's color to the specified color.

Parameters:
c Color to shade the sprite.

Reimplemented in UIProgressBar, and UISlider.

void AutoSpriteBase.SetCurFrame ( int  index  )  [inherited]

Sets the current frame of the current animation immediately.

Parameters:
index Zero-based index of the desired frame.
void SpriteRoot.SetDrawLayer ( int  layer  )  [inherited]

Sets the draw layer of the sprite (only applies to managed sprites).

Parameters:
layer The draw layer of the sprite. Lower values cause an earlier draw order, higher values, a later draw order.
void SpriteRoot.SetFrameInfo ( SPRITE_FRAME  fInfo  )  [inherited]

Sets the sprite's frame info, which includes UVs, offsets, etc.

Parameters:
fInfo A SPRITE_FRAME structure containing the frame info.
void SpriteBase.SetFramerate ( float  fps  )  [inherited]

Changes the framerate at which the current animation plays. NOTE: This only has effect if called AFTER PlayAnim() is called. Otherwise, PlayAnim() sets the framerate to whatever is specified in the animation itself.

Parameters:
fps The new framerate, in frames per second.
void SpriteRoot.SetMaterial ( Material  mat  )  [inherited]

Changes the material to be used by the sprite. NOTE: This can only be used with non-managed sprites.

Parameters:
mat The new material.
void SpriteRoot.SetOffset ( Vector3  o  )  [inherited]

Sets the offset of the sprite from its GameObject. See offset.

Parameters:
o The offset to use.
void SpriteRoot.SetPlane ( SPRITE_PLANE  p  )  [inherited]

Sets the plane in which the sprite is to be drawn. See: SPRITE_PLANE.

Parameters:
p The plane in which the sprite should be drawn.
virtual void SpriteRoot.SetSize ( float  w,
float  h 
) [virtual, inherited]

Sets the physical dimensions of the sprite in the plane selected.

Parameters:
width Width of the sprite in world space.
height Height of the sprite in world space.

Reimplemented in UIProgressBar, and UISlider.

void SpriteBase.SetSpriteResizedDelegate ( SpriteResizedDelegate  del  )  [inherited]

Sets the delegate to be called when the sprite is resized.

Parameters:
del The delegate to be called when the sprite is resized.
override void AutoSpriteBase.SetState ( int  index  )  [virtual, inherited]

Sets the sprite to the specified state/animation.

Parameters:
index The zero-based index of the desired state/animation.

Implements SpriteRoot.

void SpriteRoot.SetTexture ( Texture2D  tex  )  [inherited]

Changes the texture to be used by the sprite's material. NOTE: This will cause the sprite not to batch with other sprites and can only be used with non-managed sprites.

Parameters:
tex The new texture.
void AutoSpriteBase.Setup ( float  w,
float  h,
Material  material 
) [inherited]

Sets up the essential elements of a sprite.

Parameters:
w The width, in local space, of the sprite.
h The height, in local space, of the sprite.
material The material to use for the sprite.
void AutoSpriteBase.Setup ( float  w,
float  h 
) [inherited]

Sets up the essential elements of a sprite.

Parameters:
w The width, in local space, of the sprite.
h The height, in local space, of the sprite.
void SpriteRoot.SetUVs ( Rect  uv  )  [inherited]

Sets the sprite's UVs to the specified values.

Parameters:
nextFrame A Rect containing the new UV coordinates.
void SpriteRoot.SetUVsFromPixelCoords ( Rect  pxCoords  )  [inherited]

Sets the sprite's UVs from pixel coordinates.

Parameters:
pxCoords A rect containing the pixel coordinates. When populating the Rect, use the following syntax: Rect.MinMaxRect(leftCoord, bottomCoord, rightCoord, topCoord) Where the coordinates are in pixel space. Like in any image editor, the coordinate space runs from 0 on the left to width-1 on the right, and 0 at the top, to height-1 at the bottom.
void SpriteRoot.SetWindingOrder ( WINDING_ORDER  order  )  [inherited]

Sets the winding order to use. See WINDING_ORDER.

Parameters:
order The winding order to use.
delegate void SpriteRoot.SpriteResizedDelegate ( float  newWidth,
float  newHeight,
SpriteRoot  sprite 
) [inherited]

Defines a delegate that can be called upon resizing of the sprite. Use this if you want to adjust colliders, etc, when the sprites dimensions are resized.

override void AutoSpriteBase.StopAnim (  )  [virtual, inherited]

Stops the current animation from playing and resets it to the beginning for playing again. The sprite then reverts to the static image.

Reimplemented from SpriteBase.

virtual void SpriteRoot.TruncateBottom ( float  pct  )  [virtual, inherited]

Truncates the bottom edge of the sprite to the specified percentage. 1 == no truncation 0 == complete truncation.

Parameters:
pct The percentage of the sprite to truncate (0-1)

Reimplemented in UIListItem, and AutoSpriteControlBase.

virtual void SpriteRoot.TruncateLeft ( float  pct  )  [virtual, inherited]

Truncates the left edge of the sprite to the specified percentage. 1 == no truncation 0 == complete truncation.

Parameters:
pct The percentage of the sprite to truncate (0-1)

Reimplemented in UIListItem, and AutoSpriteControlBase.

virtual void SpriteRoot.TruncateRight ( float  pct  )  [virtual, inherited]

Truncates the right edge of the sprite to the specified percentage. 1 == no truncation 0 == complete truncation.

Parameters:
pct The percentage of the sprite to truncate (0-1)

Reimplemented in UIListItem, and AutoSpriteControlBase.

virtual void SpriteRoot.TruncateTop ( float  pct  )  [virtual, inherited]

Truncates the top edge of the sprite to the specified percentage. 1 == no truncation 0 == complete truncation.

Parameters:
pct The percentage of the sprite to truncate (0-1)

Reimplemented in UIListItem, and AutoSpriteControlBase.

virtual void SpriteRoot.Unclip (  )  [virtual, inherited]

Removes any clipping that is being applied to the sprite.

Reimplemented in UIProgressBar, UISlider, UITextField, and AutoSpriteControlBase.

void AutoSpriteBase.UnpauseAnim (  )  [inherited]

Resumes an animation from where it left off previously.

virtual void SpriteRoot.Untruncate (  )  [virtual, inherited]

Removes any truncation.

Reimplemented in UIListItem, and AutoSpriteControlBase.

void SpriteRoot.UpdateCamera (  )  [inherited]

Updates any camera-dependent settings, such as the calculated pixel-perfect size. Use this with BroadcastMessage() to do bulk re-calculation of object sizes whenever your screensize/resolution changes at runtime.

virtual void SpriteRoot.UpdateUVs (  )  [virtual, inherited]

Applies any changes to the UVs to the actual sprite mesh.


Member Data Documentation

ANCHOR_METHOD SpriteRoot.anchor = ANCHOR_METHOD.TEXTURE_OFFSET [inherited]

Anchor method to use.

See also:
ANCHOR_METHOD

.

Holds the actual UV sequences that will be used at run-time.

bool SpriteRoot.autoResize = false [inherited]

Automatically resizes the sprite based on its new UV dimensions compared to its previous dimensions. Setting this to true allows you to use non-uniform sized sprites for animation without causing the sprite to appear "squashed" while animating.

Vector2 SpriteRoot.bleedCompensation [inherited]

Will contract the UV edges of the sprite by the specified amount to prevent "bleeding" from neighboring pixels, especially when mipmapping.

Color SpriteRoot.color = Color.white [inherited]

The color to be used by all four of the sprite's vertices. This can be used to color, highlight, or fade the sprite. Be sure to use a vertex-colored shader for this to have an effect.

int SpriteBase.defaultAnim = 0 [inherited]

Index of the animation to play by default.

bool AutoSpriteBase.doNotTrimImages = false [inherited]

When set to true, even if the "Trim Images" option is enabled in the atlas builder, the images for this object will not be trimmed.

int SpriteRoot.drawLayer [inherited]

The layer in which the sprite will be drawn if managed.

float SpriteRoot.height [inherited]

Height of the sprite in world space.

bool SpriteRoot.hideAtStart = false [inherited]

Whether the sprite will be hideAtStart when it starts.

bool SpriteRoot.ignoreClipping = false [inherited]

When true, the sprite will not be clipped.

bool SpriteRoot.managed = false [inherited]

When true, the sprite will be managed by the selected sprite manager script. When false, the sprite has its own mesh and will be batched automatically with other sprites (when available - Unity iPhone).

Reference to the manager which will manage this sprite, provided managed is set to true.

Vector3 SpriteRoot.offset = new Vector3() [inherited]

Offsets the sprite, in world space, from the center of its GameObject.

bool SpriteRoot.persistent = false [inherited]

This must be set to true at design time for the sprite to survive loading a new level.

bool SpriteRoot.pixelPerfect = false [inherited]

Automatically sizes the sprite so that it will display pixel-perfect on-screen. NOTE: If you change the orthographic size of the camera or the distance between the sprite and a perspective camera, call SetCamera() to make the text pixel-perfect again. However, if you want automatic resizing functionality without being pixel-perfect and therefore allowing zooming in and out, use autoResize instead.

SPRITE_PLANE SpriteRoot.plane = SPRITE_PLANE.XY [inherited]

The plane in which the sprite will be drawn.

bool SpriteBase.playAnimOnStart = false [inherited]

When set to true, the sprite will play the default animation (see defaultAnim) when the sprite is instantiated.

Texture to use for the sprite before animating.

The animations as defined using individual textures. See TextureAnim.

float SpriteRoot.width [inherited]

Width of the sprite in world space.

WINDING_ORDER SpriteRoot.winding = WINDING_ORDER.CW [inherited]

The winding order of the sprite's polygons - determines the direction the sprite will "face".


Property Documentation

ANCHOR_METHOD SpriteRoot.Anchor [get, set, inherited]

Accessor for the object's anchor method.

bool SpriteBase.Animating [get, set, inherited]

Property useful for use with EZ Game Saver. When it gets set, the current animation is started. Include this, along with CurAnimIndex, as a saved property so that any playing animation is resumed.

Vector3 SpriteRoot.BottomRight [get, inherited]

Returns the position of the bottom-right vertex of the sprite after any clipping or trimming.

virtual bool SpriteRoot.Clipped [get, set, inherited]

Accessor for whether the sprite is to be clipped by any already-specified clipping rect.

Reimplemented in UIProgressBar, UISlider, UITextField, and AutoSpriteControlBase.

virtual Rect3D SpriteRoot.ClippingRect [get, set, inherited]

The rect against which the sprite should be clipped. The sprite will be immediately clipped by this rect when set. When setting, the rect should be in world space.

Reimplemented in UIProgressBar, UISlider, UITextField, and AutoSpriteControlBase.

Color SpriteRoot.Color [get, set, inherited]

Accessor for the object's current overall color tint.

int SpriteBase.CurAnimIndex [get, set, inherited]

Property useful for use with EZ Game Saver. Include this as a saved property, along with Animating, so that any playing animation is resumed.

override CSpriteFrame PackedSprite.DefaultFrame [get]

Gets the default frame of the sprite object. This is the appearance the sprite is to have in the editor.

Reimplemented from AutoSpriteBase.

virtual bool AutoSpriteBase.DoNotTrimImages [get, set, inherited]

When set to true, even if the "Trim Images" option is enabled in the atlas builder, the images for this object will not be trimmed.

Vector2 SpriteRoot.ImageSize [get, inherited]

Gets the width and height of the image the sprite is displaying. NOTE: This is not the number of screen pixels occupied by the sprite, but rather the original number of texels which compose the sprite's image.

bool SpriteRoot.Managed [get, set, inherited]

Sets the sprite to a managed or batched state.

Vector2 SpriteRoot.PixelSize [get, set, inherited]

Gets/Sets the width and height of the sprite in pixels as it appears on-screen.

virtual Camera SpriteRoot.RenderCamera [get, set, inherited]

Accessor for the camera that will be used to render this object. Use this to ensure the object is properly configured for the specific camera that will render it.

Reimplemented in AutoSpriteControlBase.

override TextureAnim [] PackedSprite.States [get, set]

Accessor for the sprite's various states as defined in the editor (not used at runtime).

Reimplemented from AutoSpriteBase.

Vector3 SpriteRoot.TopLeft [get, inherited]

Returns the position of the top-left vertex of the sprite after any clipping or trimming.

Vector3 SpriteRoot.UnclippedBottomRight [get, inherited]

The bottom-right corner of the sprite when no clipping or trimming is applied.

Vector3 SpriteRoot.UnclippedTopLeft [get, inherited]

The top-left corner of the sprite when no clipping or trimming is applied.


The documentation for this class was generated from the following file:

Generated on Thu Sep 8 16:31:16 2011 for EZ GUI by  doxygen 1.6.1