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SpriteRect.cs 4.7KB

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  1. using System;
  2. using UnityEngine;
  3. using System.Collections.Generic;
  4. namespace UnityEditor
  5. {
  6. /// <summary>Abstract class that is used by systems to encapsulate Sprite data representation. Currently this is used by Sprite Editor Window.</summary>
  7. [Serializable]
  8. public class SpriteRect
  9. {
  10. [SerializeField]
  11. string m_Name;
  12. [SerializeField]
  13. string m_OriginalName;
  14. [SerializeField]
  15. Vector2 m_Pivot;
  16. [SerializeField]
  17. SpriteAlignment m_Alignment;
  18. [SerializeField]
  19. Vector4 m_Border;
  20. [SerializeField]
  21. Rect m_Rect;
  22. [SerializeField]
  23. string m_SpriteID;
  24. GUID m_GUID;
  25. // <summary>The name of the Sprite data.</summary>
  26. public string name
  27. {
  28. get { return m_Name; }
  29. set { m_Name = value; }
  30. }
  31. // <summary>Vector2value representing the pivot for the Sprite data.</summary>
  32. public Vector2 pivot
  33. {
  34. get { return m_Pivot; }
  35. set { m_Pivot = value; }
  36. }
  37. /// <summary>SpriteAlignment that represents the pivot value for the Sprite data.</summary>
  38. public SpriteAlignment alignment
  39. {
  40. get { return m_Alignment; }
  41. set { m_Alignment = value; }
  42. }
  43. /// <summary>Returns a Vector4 that represents the border of the Sprite data.</summary>
  44. public Vector4 border
  45. {
  46. get { return m_Border; }
  47. set { m_Border = value; }
  48. }
  49. // <summary>Rect value that represents the position and size of the Sprite data.</summary>
  50. public Rect rect
  51. {
  52. get { return m_Rect; }
  53. set { m_Rect = value; }
  54. }
  55. internal string originalName
  56. {
  57. get
  58. {
  59. if (m_OriginalName == null)
  60. {
  61. m_OriginalName = name;
  62. }
  63. return m_OriginalName;
  64. }
  65. set { m_OriginalName = value; }
  66. }
  67. // <summary>GUID to uniquely identify the SpriteRect data. This will be populated to Sprite.spriteID to identify the SpriteRect used to generate the Sprite.</summary>
  68. public GUID spriteID
  69. {
  70. get
  71. {
  72. ValidateGUID();
  73. return m_GUID;
  74. }
  75. set
  76. {
  77. m_GUID = value;
  78. m_SpriteID = m_GUID.ToString();
  79. ValidateGUID();
  80. }
  81. }
  82. private void ValidateGUID()
  83. {
  84. if (m_GUID.Empty())
  85. {
  86. // We can't use ISerializationCallbackReceiver because we will hit into Script serialization errors
  87. m_GUID = new GUID(m_SpriteID);
  88. if (m_GUID.Empty())
  89. {
  90. m_GUID = GUID.Generate();
  91. m_SpriteID = m_GUID.ToString();
  92. }
  93. }
  94. }
  95. /// <summary>Helper method to get SpriteRect.spriteID from a SerializedProperty.</summary>
  96. /// <param name="sp">The SerializedProperty to acquire from.</param>
  97. /// <returns>GUID for the SpriteRect.</returns>
  98. public static GUID GetSpriteIDFromSerializedProperty(SerializedProperty sp)
  99. {
  100. return new GUID(sp.FindPropertyRelative("m_SpriteID").stringValue);
  101. }
  102. }
  103. internal class SpriteRectCache : ScriptableObject
  104. {
  105. [SerializeField]
  106. private List<SpriteRect> m_Rects;
  107. public int Count
  108. {
  109. get { return m_Rects != null ? m_Rects.Count : 0; }
  110. }
  111. public SpriteRect RectAt(int i)
  112. {
  113. return i >= Count || i < 0 ? null : m_Rects[i];
  114. }
  115. public void AddRect(SpriteRect r)
  116. {
  117. if (m_Rects != null)
  118. m_Rects.Add(r);
  119. }
  120. public void RemoveRect(SpriteRect r)
  121. {
  122. if (m_Rects != null)
  123. m_Rects.RemoveAll(x => x.spriteID == r.spriteID);
  124. }
  125. public void ClearAll()
  126. {
  127. if (m_Rects != null)
  128. m_Rects.Clear();
  129. }
  130. public int GetIndex(SpriteRect spriteRect)
  131. {
  132. if (m_Rects != null && spriteRect != null)
  133. return m_Rects.FindIndex(p => p.spriteID == spriteRect.spriteID);
  134. return -1;
  135. }
  136. public bool Contains(SpriteRect spriteRect)
  137. {
  138. if (m_Rects != null && spriteRect != null)
  139. return m_Rects.Find(x => x.spriteID == spriteRect.spriteID) != null;
  140. return false;
  141. }
  142. void OnEnable()
  143. {
  144. if (m_Rects == null)
  145. m_Rects = new List<SpriteRect>();
  146. }
  147. }
  148. }