The Sprite to render.
The SpriteRenderer component will render the assigned Sprite.sprite sprite. The rendered sprite can be changed by specifying a different sprite in the sprite variable.
#pragma strict // Example that loads sprites from a texture in the Resources folder // and allows them to be chosen by the selection button. private var spriteNames: String = "part_explosion"; private var buttonPos: Rect; private var spriteVersion: int = 0; private var spriteR: SpriteRenderer; private var sprites: Sprite[]; function Start() { buttonPos = new Rect(10.0f, 10.0f, 150.0f, 50.0f); spriteR = gameObject.GetComponent.<SpriteRenderer>(); sprites = Resources.LoadAll.<Sprite>(spriteNames); } function OnGUI() { if (GUI.Button(buttonPos, "Choose next sprite")) { spriteVersion += 1; if (spriteVersion > 3) spriteVersion = 0; spriteR.sprite = sprites[spriteVersion]; } }
// Example that loads sprites from a texture in the Resources folder // and allows them to be chosen by the selection button.
using UnityEngine;
public class ExampleClass : MonoBehaviour { private string spriteNames = "part_explosion"; private Rect buttonPos; private int spriteVersion = 0; private SpriteRenderer spriteR; private Sprite[] sprites;
void Start() { buttonPos = new Rect(10.0f,10.0f, 150.0f, 50.0f); spriteR = gameObject.GetComponent<SpriteRenderer>(); sprites = Resources.LoadAll<Sprite>(spriteNames); }
void OnGUI() { if (GUI.Button(buttonPos, "Choose next sprite")) { spriteVersion += 1; if (spriteVersion > 3) spriteVersion = 0; spriteR.sprite = sprites[spriteVersion]; } } }