Class SpriteSkin
Deforms the Sprite that is currently assigned to the SpriteRenderer in the same GameObject.
상속된 멤버
네임스페이스: UnityEngine.U2D.Animation
어셈블리: Unity.2D.Animation.Runtime.dll
구문
[Preserve]
[ExecuteInEditMode]
[DefaultExecutionOrder(10)]
[DisallowMultipleComponent]
[RequireComponent(typeof(SpriteRenderer))]
[AddComponentMenu("2D Animation/Sprite Skin")]
[Icon("Packages/com.unity.2d.animation/Editor/Assets/ComponentIcons/Animation.SpriteSkin.asset")]
[MovedFrom("UnityEngine.U2D.Experimental.Animation")]
[HelpURL("https://docs.unity3d.com/Packages/com.unity.2d.animation@latest/index.html?subfolder=/manual/SpriteSkin.html")]
public sealed class SpriteSkin : MonoBehaviour, ISerializationCallbackReceiver
프로퍼티
alwaysUpdate
Determines if the SpriteSkin executes even if the associated SpriteRenderer has been culled from view.
선언
public bool alwaysUpdate { get; set; }
프로퍼티 값
| 타입 | 설명 |
|---|---|
| bool |
autoRebind
Get and set the Auto Rebind property. When enabled, Sprite Skin attempts to automatically locate the Transform that is needed for the current Sprite assigned to the Sprite Renderer.
선언
public bool autoRebind { get; set; }
프로퍼티 값
| 타입 | 설명 |
|---|---|
| bool |
boneTransforms
Returns the Transform Components that are used for deformation. Do not modify elements of the returned array.
선언
public Transform[] boneTransforms { get; }
프로퍼티 값
| 타입 | 설명 |
|---|---|
| Transform[] |
forceCpuDeformation
Always run a deformation pass on the CPU.
If GPU deformation is enabled, enabling forceCpuDeformation will cause the deformation to run twice, one time on the CPU and one time on the GPU.
선언
public bool forceCpuDeformation { get; set; }
프로퍼티 값
| 타입 | 설명 |
|---|---|
| bool |
rootBone
Returns the Transform Component that represents the root bone for deformation.
선언
public Transform rootBone { get; }
프로퍼티 값
| 타입 | 설명 |
|---|---|
| Transform |
메서드
GetDeformedVertexPositionData()
Gets an enumerable to iterate through all deformed vertex positions of this SpriteSkin.
선언
public IEnumerable<Vector3> GetDeformedVertexPositionData()
반환
| 타입 | 설명 |
|---|---|
| IEnumerable<Vector3> | Returns an IEnumerable to deformed vertex positions. |
예외
| 타입 | 조건 |
|---|---|
| InvalidOperationException | Thrown when there is no vertex positions or deformed vertices. HasCurrentDeformedVertices can be used to verify if there are any deformed vertices available. |
GetDeformedVertexTangentData()
Gets an enumerable to iterate through all deformed vertex tangents of this SpriteSkin.
선언
public IEnumerable<Vector4> GetDeformedVertexTangentData()
반환
| 타입 | 설명 |
|---|---|
| IEnumerable<Vector4> | Returns an IEnumerable to deformed vertex tangents. |
예외
| 타입 | 조건 |
|---|---|
| InvalidOperationException | Thrown when there is no vertex tangents or deformed vertices. HasCurrentDeformedVertices can be used to verify if there are any deformed vertices available. |
HasCurrentDeformedVertices()
Returns whether this SpriteSkin has currently deformed vertices.
선언
public bool HasCurrentDeformedVertices()
반환
| 타입 | 설명 |
|---|---|
| bool | Returns true if this SpriteSkin has currently deformed vertices. Returns false otherwise. |
OnAfterDeserialize()
Called after object is deserialized.
선언
public void OnAfterDeserialize()
OnBeforeSerialize()
Called before object is serialized.
선언
public void OnBeforeSerialize()
ResetBindPose()
Resets the bone transforms to the bind pose.
선언
public bool ResetBindPose()
반환
| 타입 | 설명 |
|---|---|
| bool | True if successful. |
SetBoneTransforms(Transform[])
Sets the Transform Components that are used for deformation.
선언
public SpriteSkinState SetBoneTransforms(Transform[] boneTransformsArray)
파라미터
| 타입 | 이름 | 설명 |
|---|---|---|
| Transform[] | boneTransformsArray | Array of new bone Transforms. |
반환
| 타입 | 설명 |
|---|---|
| SpriteSkinState | The state of the Sprite Skin. |
SetRootBone(Transform)
Sets the Transform Component that represents the root bone for deformation.
선언
public SpriteSkinState SetRootBone(Transform rootBoneTransform)
파라미터
| 타입 | 이름 | 설명 |
|---|---|---|
| Transform | rootBoneTransform | Root bone Transform Component. |
반환
| 타입 | 설명 |
|---|---|
| SpriteSkinState | The state of the Sprite Skin. |