PO/Library/PackageCache/com.unity.2d.animation@5.0.7/Runtime/SpriteLib/SpriteResolver.cs

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2022-01-12 10:06:03 +03:00
using System;
namespace UnityEngine.Experimental.U2D.Animation
{
/// <summary>
/// Updates a SpriteRenderer's Sprite reference on the Category and Label value it is set
/// </summary>
/// <Description>
/// By setting the SpriteResolver's Category and Label value, it will request for a Sprite from
/// a SpriteLibrary Component the Sprite that is registered for the Category and Label.
/// If a SpriteRenderer is present in the same GameObject, the SpriteResolver will update the
/// SpriteRenderer's Sprite reference to the corresponding Sprite.
/// </Description>
[ExecuteInEditMode]
[DisallowMultipleComponent]
[AddComponentMenu("2D Animation/Sprite Resolver (Experimental)")]
[DefaultExecutionOrder(-2)]
[HelpURL("https://docs.unity3d.com/Packages/com.unity.2d.animation@latest/index.html?subfolder=/manual/SLAsset.html%23sprite-resolver-component")]
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public class SpriteResolver : MonoBehaviour
{
// These are for animation
[SerializeField]
private float m_CategoryHash;
[SerializeField]
private float m_labelHash;
// For comparing hash values
private int m_CategoryHashInt;
private int m_LabelHashInt;
// For OnUpdate during animation playback
private int m_PreviousCategoryHash;
private int m_PreviouslabelHash;
#if UNITY_EDITOR
bool m_SpriteLibChanged;
#endif
void OnEnable()
{
m_CategoryHashInt = ConvertFloatToInt(m_CategoryHash);
m_PreviousCategoryHash = m_CategoryHashInt;
m_LabelHashInt = ConvertFloatToInt(m_labelHash);
m_PreviouslabelHash = m_LabelHashInt;
ResolveSpriteToSpriteRenderer();
}
SpriteRenderer spriteRenderer
{
get { return GetComponent<SpriteRenderer>(); }
}
/// <summary>
/// Set the Category and label to use
/// </summary>
/// <param name="category">Category to use</param>
/// <param name="label">Label to use</param>
public void SetCategoryAndLabel(string category, string label)
{
categoryHashInt = SpriteLibraryAsset.GetStringHash(category);
m_PreviousCategoryHash = categoryHashInt;
labelHashInt = SpriteLibraryAsset.GetStringHash(label);
m_PreviouslabelHash = categoryHashInt;
ResolveSpriteToSpriteRenderer();
}
/// <summary>
/// Get the Category set for the SpriteResolver
/// </summary>
/// <returns>The Category's name</returns>
public string GetCategory()
{
var returnString = "";
var sl = spriteLibrary;
if (sl)
returnString = sl.GetCategoryNameFromHash(categoryHashInt);
return returnString;
}
/// <summary>
/// Get the Label set for the SpriteResolver
/// </summary>
/// <returns>The Label's name</returns>
public string GetLabel()
{
var returnString = "";
var sl = spriteLibrary;
if (sl)
returnString = sl.GetLabelNameFromHash(categoryHashInt, labelHashInt);
return returnString;
}
/// <summary>
/// Property to get the SpriteLibrary the SpriteResolver is resolving from
/// </summary>
public SpriteLibrary spriteLibrary => gameObject.GetComponentInParent<SpriteLibrary>(true);
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void LateUpdate()
{
m_CategoryHashInt = ConvertFloatToInt(m_CategoryHash);
m_LabelHashInt = ConvertFloatToInt(m_labelHash);
if (m_LabelHashInt != m_PreviouslabelHash || m_CategoryHashInt != m_PreviousCategoryHash)
{
m_PreviousCategoryHash = m_CategoryHashInt;
m_PreviouslabelHash = m_LabelHashInt;
ResolveSpriteToSpriteRenderer();
}
}
internal Sprite GetSprite(out bool validEntry)
{
var lib = spriteLibrary;
if (lib != null)
{
return lib.GetSprite(m_CategoryHashInt, m_LabelHashInt, out validEntry);
}
validEntry = false;
return null;
}
/// <summary>
/// Set the Sprite in SpriteResolver to the SpriteRenderer component that is in the same GameObject.
/// </summary>
public void ResolveSpriteToSpriteRenderer()
{
m_PreviousCategoryHash = m_CategoryHashInt;
m_PreviouslabelHash = m_LabelHashInt;
bool validEntry;
var sprite = GetSprite(out validEntry);
var sr = spriteRenderer;
if (sr != null && (sprite != null || validEntry))
sr.sprite = sprite;
}
void OnTransformParentChanged()
{
ResolveSpriteToSpriteRenderer();
#if UNITY_EDITOR
spriteLibChanged = true;
#endif
}
int categoryHashInt
{
get { return m_CategoryHashInt; }
set
{
m_CategoryHashInt = value;
m_CategoryHash = ConvertIntToFloat(m_CategoryHashInt);
}
}
int labelHashInt
{
get { return m_LabelHashInt; }
set
{
m_LabelHashInt = value;
m_labelHash = ConvertIntToFloat(m_LabelHashInt);
}
}
internal unsafe static int ConvertFloatToInt(float f)
{
float* fp = &f;
int* i = (int*)fp;
return *i;
}
internal unsafe static float ConvertIntToFloat(int f)
{
int* fp = &f;
float* i = (float*)fp;
return *i;
}
#if UNITY_EDITOR
internal bool spriteLibChanged
{
get {return m_SpriteLibChanged;}
set { m_SpriteLibChanged = value; }
}
#endif
}
}