Add image.shader property.
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@@ -61,6 +61,7 @@ namespace Cryville.Crtr.Components {
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SubmitProperty("index", new PropOp.Integer(v => Index = v));
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SubmitProperty("index", new PropOp.Integer(v => Index = v));
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SubmitProperty("fit", new PropOp.Enum<FitMode>(v => Fit = v, v => (FitMode)v));
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SubmitProperty("fit", new PropOp.Enum<FitMode>(v => Fit = v, v => (FitMode)v));
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SubmitProperty("opacity", new PropOp.Float(v => Opacity = v));
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SubmitProperty("opacity", new PropOp.Float(v => Opacity = v));
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SubmitProperty("shader", new PropOp.String(v => Shader = v));
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}
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}
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static Vector2[] _origuv;
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static Vector2[] _origuv;
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@@ -123,10 +124,23 @@ namespace Cryville.Crtr.Components {
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}
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}
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mesh.Renderer.enabled = true;
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mesh.Renderer.enabled = true;
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mesh.Renderer.material.mainTexture = frame.Frame.Texture;
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mesh.Renderer.material.mainTexture = frame.Frame.Texture;
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UpdateShader();
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UpdateUV();
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UpdateUV();
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UpdateScale();
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UpdateScale();
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UpdateZIndex();
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UpdateZIndex();
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}
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}
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Shader m_shader;
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public string Shader {
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set {
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m_shader = GenericResources.Shaders[value];
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UpdateShader();
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}
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}
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void UpdateShader() {
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if (!mesh.Initialized) return;
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if (m_shader == null) m_shader = GenericResources.Shaders["default"];
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mesh.Renderer.sharedMaterial.shader = m_shader;
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}
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readonly Vector2[] _uvs = new Vector2[4];
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readonly Vector2[] _uvs = new Vector2[4];
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protected virtual void UpdateUV() {
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protected virtual void UpdateUV() {
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var frame = CurrentFrame;
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var frame = CurrentFrame;
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@@ -32,6 +32,8 @@ namespace Cryville.Crtr {
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Materials.Add("-SpriteMat", Resources.Load<Material>("Materials/SpriteMat"));
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Materials.Add("-SpriteMat", Resources.Load<Material>("Materials/SpriteMat"));
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Shaders.Add("default", Shader.Find("Sprites/Default"));
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loaded = true;
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loaded = true;
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}
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}
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}
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}
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