UnityEngine.Sprite.Create C# (CSharp) Method

Create() public static method

Create a new Sprite object.

public static Create ( Texture2D texture, Rect rect, Vector2 pivot, [ pixelsPerUnit, [ extrude, [ meshType, [ border ) : Sprite
texture Texture2D Texture from which to obtain the sprite graphic.
rect Rect Rectangular section of the texture to use for the sprite.
pivot Vector2 Sprite's pivot point relative to its graphic rectangle.
pixelsPerUnit [ The number of pixels in the sprite that correspond to one unit in world space.
extrude [ Amount by which the sprite mesh should be expanded outwards.
meshType [ Controls the type of mesh generated for the sprite.
border [ The border sizes of the sprite (X=left, Y=bottom, Z=right, W=top).
return Sprite
        public static Sprite Create(Texture2D texture, Rect rect, Vector2 pivot, [DefaultValue("100.0f")] float pixelsPerUnit, [DefaultValue("0")] uint extrude, [DefaultValue("SpriteMeshType.Tight")] SpriteMeshType meshType, [DefaultValue("Vector4.zero")] Vector4 border)
        {
            return INTERNAL_CALL_Create(texture, ref rect, ref pivot, pixelsPerUnit, extrude, meshType, ref border);
        }

Same methods

Sprite::Create ( Texture2D texture, Rect rect, Vector2 pivot ) : Sprite
Sprite::Create ( Texture2D texture, Rect rect, Vector2 pivot, float pixelsPerUnit ) : Sprite
Sprite::Create ( Texture2D texture, Rect rect, Vector2 pivot, float pixelsPerUnit, uint extrude ) : Sprite
Sprite::Create ( Texture2D texture, Rect rect, Vector2 pivot, float pixelsPerUnit, uint extrude, SpriteMeshType meshType ) : Sprite

Usage Example

Ejemplo n.º 1
0
        public override object Revert(BinaryReader reader)
        {
            var type = reader.ReadByte();

            if (type == 0)
            {
                return(DeserializeUnityAsset(typeof(Sprite), reader));
            }

            if (type == 1)
            {
                Texture2D texture       = null;
                var       rect          = default(Rect);
                var       pivot         = default(Vector2);
                var       pixelsPerUnit = 100f;
                var       border        = default(Vector4);
                Deserialize(reader, ret => texture = (Texture2D)ret);
                Deserialize(reader, ret => rect    = (Rect)ret);
                Deserialize(reader, ret => pivot   = (Vector2)ret);
                pixelsPerUnit = reader.ReadSingle();
                Deserialize(reader, ret => border = (Vector4)ret);
                return(Sprite.Create(texture, rect, pivot, pixelsPerUnit, 0, SpriteMeshType.Tight, border));
            }

            throw new NotSupportedException("Invalid type: " + type);
        }
All Usage Examples Of UnityEngine.Sprite::Create