Exception cleanup. Code cleanup.
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@@ -3,32 +3,18 @@ using UnityEngine;
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namespace Cryville.Crtr {
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public class SpriteFrame {
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#pragma warning disable IDE1006
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Rect _frame;
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public Rect frame {
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get { return _frame; }
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set { _frame = value; }
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}
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public Rect textureRect {
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get { return _frame; }
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set { _frame = value; }
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Rect m_frame;
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public Rect Frame {
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get { return m_frame; }
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set { m_frame = value; }
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}
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bool _rotated = false;
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public bool rotated {
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get { return _rotated; }
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set { _rotated = value; }
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bool m_rotated = false;
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public bool Rotated {
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get { return m_rotated; }
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set { m_rotated = value; }
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}
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public bool textureRotated {
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get { return _rotated; }
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set { _rotated = value; }
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}
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#pragma warning restore IDE1006
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public Vector2 offset;
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public Rect sourceColorRect;
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public Vector2 sourceSize;
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private Rect _uv;
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private Vector2[] cuv;
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public Rect UV {
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@@ -41,7 +27,7 @@ namespace Cryville.Crtr {
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float x1 = Mathf.Max(_uv.xMin, _uv.xMax);
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float y0 = Mathf.Min(_uv.yMin, _uv.yMax);
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float y1 = Mathf.Max(_uv.yMin, _uv.yMax);
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if (_rotated) cuv = new Vector2[]{
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if (m_rotated) cuv = new Vector2[]{
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new Vector2(x0, y1),
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new Vector2(x1, y0),
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new Vector2(x0, y0),
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@@ -79,28 +65,17 @@ namespace Cryville.Crtr {
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public void Init() {
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if (Texture == null)
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throw new InvalidOperationException("Missing texture");
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_frame = new Rect(Vector2.zero, Size);
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var w = _frame.width;
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var h = _frame.height;
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float x = _frame.x / w;
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float y = 1 - _frame.y / h;
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float tw = (_rotated ? _frame.height : _frame.width) / w;
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float th = (_rotated ? _frame.width : _frame.height) / h;
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if (_rotated) UV = new Rect(x, y, tw, -th);
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m_frame = new Rect(Vector2.zero, Size);
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var w = m_frame.width;
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var h = m_frame.height;
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float x = m_frame.x / w;
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float y = 1 - m_frame.y / h;
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float tw = (m_rotated ? m_frame.height : m_frame.width) / w;
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float th = (m_rotated ? m_frame.width : m_frame.height) / h;
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if (m_rotated) UV = new Rect(x, y, tw, -th);
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else UV = new Rect(x, y, tw, -th);
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}
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public void Init(int w, int h, Texture2D _base) {
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if (Texture != null)
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throw new InvalidOperationException("Missing texture");
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Texture = _base;
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float x = _frame.x / w;
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float y = 1 - _frame.y / h;
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float tw = (_rotated ? _frame.height : _frame.width) / w;
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float th = (_rotated ? _frame.width : _frame.height) / h;
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if (_rotated) UV = new Rect(x, y, tw, -th);
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else UV = new Rect(x, y, tw, -th);
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}
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public SpriteFrame() { }
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public SpriteFrame(Texture2D tex) {
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Texture = tex;
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