public void initWithSpriteFrame(CCSpriteFrame spriteFrame){
// shader program
// self.shaderProgram = [[CCShaderCache sharedShaderCache] programForKey:kCCShader_PositionTextureColor];
// _dirty = _recursiveDirty = false;
_opacityModifyRGB = true;
// _blendFunc.src = CC_BLEND_SRC;
// _blendFunc.dst = CC_BLEND_DST;
_flipY = _flipX = false;
// default transform anchor: center
_anchorPoint = new Vector2(0.5f, 0.5f);
// zwoptex default values
// _offsetPosition = CGPointZero;
// _hasChildren = false;
// _batchNode = null;
// clean the Quad
// bzero(&_quad, sizeof(_quad));
// Atlas: Color
// ccColor4B tmpColor = {255,255,255,255};
// _quad.bl.colors = tmpColor;
// _quad.br.colors = tmpColor;
// _quad.tl.colors = tmpColor;
// _quad.tr.colors = tmpColor;
_quadColor = new Color32 (255, 255, 255, 255);
this.displayedFrame = spriteFrame;
// [self setTexture:texture];
// [self setTextureRect:rect rotated:rotated untrimmedSize:rect.size];
// by default use "Self Render".
// if the sprite is added to a batchnode, then it will automatically switch to "batchnode Render"
// [self setBatchNode:nil];
}