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using UnityEngine; | |
public class Test : MonoBehaviour { | |
public TpAtlas atlas; | |
public TpSprite sprite; | |
void OnEnable() { | |
var text = Resources.Load<TextAsset>("ui").text; | |
atlas = JsonUtility.FromJson<TpAtlas>(text); | |
var size = atlas.size; | |
foreach (var s in atlas.sprites) { | |
if (s.name == "block_fade") { | |
sprite = s; | |
break; | |
} | |
} | |
var material = new Material(Shader.Find("Sprites/Default")); | |
var texture = new Texture2D(0, 0); | |
texture.LoadImage(Resources.Load<TextAsset>(atlas.name).bytes); | |
texture.Apply(); | |
material.mainTexture = texture; | |
GetComponent<MeshRenderer>().sharedMaterial = material; | |
var mesh = GetComponent<MeshFilter>().mesh; | |
mesh.MarkDynamic(); | |
// v0 - v1 | |
// | \ | | |
// v3 - v2 | |
var pivot = sprite.pivot; | |
var quad = sprite.quad; | |
var uv = sprite.uv; | |
var vertices = new Vector3[4]; | |
var uvs = new Vector2[4]; | |
vertices[0].Set(-pivot.x + quad.x, pivot.y - quad.y, 0); | |
vertices[1].Set(-pivot.x + quad.x + quad.w, pivot.y - quad.y, 0); | |
vertices[2].Set(-pivot.x + quad.x + quad.w, pivot.y - quad.y - quad.h, 0); | |
vertices[3].Set(-pivot.x + quad.x, pivot.y - quad.y - quad.h, 0); | |
if (!sprite.rotated) { | |
uvs[0].Set(uv.x / size.x, -uv.y / size.y); | |
uvs[1].Set((uv.x + uv.w) / size.x, -uv.y / size.y); | |
uvs[2].Set((uv.x + uv.w) / size.x, (-uv.y - uv.h) / size.y); | |
uvs[3].Set(uv.x / size.x, (-uv.y - uv.h) / size.y); | |
} else { | |
uvs[0].Set((uv.x + uv.w) / size.x, -uv.y / size.y); | |
uvs[1].Set((uv.x + uv.w) / size.x, (-uv.y - uv.h) / size.y); | |
uvs[2].Set(uv.x / size.x, (-uv.y - uv.h) / size.y); | |
uvs[3].Set(uv.x / size.x, -uv.y / size.y); | |
} | |
mesh.vertices = vertices; | |
mesh.uv = uvs; | |
mesh.triangles = new [] { 0, 1, 2, 0, 2, 3 }; | |
Debug.Log(Time.time); | |
} | |
} |
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