mirror of
https://github.com/BlackMATov/unity-flash-tools.git
synced 2025-12-14 20:21:27 +07:00
78 lines
1.9 KiB
C#
78 lines
1.9 KiB
C#
using UnityEngine;
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using FTRuntime.Internal;
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using System.Collections.Generic;
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namespace FTRuntime {
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public class SwfClipAsset : ScriptableObject {
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[System.Serializable]
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public class SubMeshData {
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public int StartVertex;
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public int IndexCount;
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}
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[System.Serializable]
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public class MeshData {
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public SubMeshData[] SubMeshes = new SubMeshData[0];
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public Vector2[] Vertices = new Vector2[0];
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public uint[] UVs = new uint[0];
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public uint[] AddColors = new uint[0];
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public uint[] MulColors = new uint[0];
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}
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[System.Serializable]
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public class Frame {
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public string[] Labels = new string[0];
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public MeshData MeshData = new MeshData();
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public Material[] Materials = new Material[0];
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public Frame() {
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Labels = new string[0];
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MeshData = new MeshData();
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Materials = new Material[0];
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}
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public Frame(string[] labels, MeshData mesh_data, Material[] materials) {
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Labels = labels;
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MeshData = mesh_data;
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Materials = materials;
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}
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Mesh _cachedMesh = null;
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public Mesh CachedMesh {
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get {
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if ( !_cachedMesh ) {
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_cachedMesh = new Mesh();
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_cachedMesh.hideFlags = HideFlags.DontSaveInBuild | HideFlags.DontSaveInEditor;
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SwfUtils.FillGeneratedMesh(_cachedMesh, MeshData);
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}
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return _cachedMesh;
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}
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}
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}
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[System.Serializable]
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public class Sequence {
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public string Name = string.Empty;
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public List<Frame> Frames = new List<Frame>();
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}
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[SwfReadOnly]
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public string Name;
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[SwfReadOnly]
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public Sprite Sprite;
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[SwfReadOnly]
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public float FrameRate;
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[HideInInspector]
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public string AssetGUID;
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[HideInInspector]
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public List<Sequence> Sequences;
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void Reset() {
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Name = string.Empty;
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Sprite = null;
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FrameRate = 1.0f;
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AssetGUID = string.Empty;
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Sequences = new List<Sequence>();
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}
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}
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} |