Add frame list in skin data structure. Remove Cocos2d Plist support.
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109
Assets/Cryville/Crtr/SpriteFrame.cs
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109
Assets/Cryville/Crtr/SpriteFrame.cs
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using System;
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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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}
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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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}
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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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get {
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return _uv;
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}
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private set {
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_uv = value;
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float x0 = Mathf.Min(_uv.xMin, _uv.xMax);
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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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new Vector2(x0, y1),
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new Vector2(x1, y0),
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new Vector2(x0, y0),
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new Vector2(x1, y1),
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};
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else cuv = new Vector2[]{
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new Vector2(x0, y0),
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new Vector2(x1, y1),
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new Vector2(x1, y0),
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new Vector2(x0, y1),
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};
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}
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}
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public Vector2 GetUV(Vector2 uv) {
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return GetUV(uv.x, uv.y);
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}
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public Vector2 GetUV(float u, float v) {
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Vector2 uv00 = cuv[0], uv11 = cuv[1],
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uv10 = cuv[2], uv01 = cuv[3];
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return (1 - u - v) * uv00
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+ u * uv10
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+ v * uv01
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+ u * v * (uv00 + uv11 - uv10 - uv01);
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}
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public Texture2D Texture {
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get;
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private set;
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}
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public Vector2 Size {
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get {
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return new Vector2(Texture.width, Texture.height);
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}
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}
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public void Init() {
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if (Texture == null)
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throw new InvalidOperationException(); // TODO
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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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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(); // TODO
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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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}
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}
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}
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