PO/Library/PackageCache/com.unity.2d.psdimporter@4.1.0/Editor/PSDLayer.cs

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2022-01-12 10:06:03 +03:00
using System;
using Unity.Collections;
using UnityEngine;
namespace UnityEditor.U2D.PSD
{
[Serializable]
class PSDLayer
{
[SerializeField]
string m_Name;
[SerializeField]
string m_SpriteName;
[SerializeField]
bool m_IsGroup;
[SerializeField]
int m_ParentIndex;
[SerializeField]
string m_SpriteID;
[SerializeField]
int m_LayerID;
[SerializeField]
Vector2Int m_MosaicPosition;
[NonSerialized]
GameObject m_GameObject;
public PSDLayer(NativeArray<Color32> tex, int parent, bool group, string layerName, int width, int height, int id)
{
isGroup = group;
parentIndex = parent;
texture = tex;
name = layerName;
this.width = width;
this.height = height;
layerID = id;
}
public int layerID { get { return m_LayerID; } private set { m_LayerID = value; } }
public string name { get { return m_Name; } private set { m_Name = value; } }
public string spriteName { get { return m_SpriteName; } set { m_SpriteName = value; } }
public bool isGroup { get { return m_IsGroup; } private set { m_IsGroup = value; } }
public int parentIndex { get { return m_ParentIndex; } private set { m_ParentIndex = value; } }
public Vector2Int mosaicPosition { get { return m_MosaicPosition; } set { m_MosaicPosition = value; } }
public GUID spriteID { get { return new GUID(m_SpriteID); } set { m_SpriteID = value.ToString(); } }
public GameObject gameObject { get { return m_GameObject; } set { m_GameObject = value; } }
public NativeArray<Color32> texture { get; set; }
public int width { get; private set; }
public int height { get; private set; }
public void Dispose()
{
if (texture.IsCreated)
texture.Dispose();
}
}
}