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    목차 표시/숨기기

    Class SpriteSkin

    Deforms the Sprite that is currently assigned to the SpriteRenderer in the same GameObject.

    상속
    object
    Object
    Component
    Behaviour
    MonoBehaviour
    SpriteSkin
    구현
    ISerializationCallbackReceiver
    상속된 멤버
    MonoBehaviour.IsInvoking()
    MonoBehaviour.CancelInvoke()
    MonoBehaviour.Invoke(string, float)
    MonoBehaviour.InvokeRepeating(string, float, float)
    MonoBehaviour.CancelInvoke(string)
    MonoBehaviour.IsInvoking(string)
    MonoBehaviour.StartCoroutine(string)
    MonoBehaviour.StartCoroutine(string, object)
    MonoBehaviour.StartCoroutine(IEnumerator)
    MonoBehaviour.StartCoroutine_Auto(IEnumerator)
    MonoBehaviour.StopCoroutine(IEnumerator)
    MonoBehaviour.StopCoroutine(Coroutine)
    MonoBehaviour.StopCoroutine(string)
    MonoBehaviour.StopAllCoroutines()
    MonoBehaviour.print(object)
    MonoBehaviour.destroyCancellationToken
    MonoBehaviour.useGUILayout
    MonoBehaviour.didStart
    MonoBehaviour.didAwake
    MonoBehaviour.runInEditMode
    Behaviour.enabled
    Behaviour.isActiveAndEnabled
    Component.GetComponent(Type)
    Component.GetComponent<T>()
    Component.TryGetComponent(Type, out Component)
    Component.TryGetComponent<T>(out T)
    Component.GetComponent(string)
    Component.GetComponentInChildren(Type, bool)
    Component.GetComponentInChildren(Type)
    Component.GetComponentInChildren<T>(bool)
    Component.GetComponentInChildren<T>()
    Component.GetComponentsInChildren(Type, bool)
    Component.GetComponentsInChildren(Type)
    Component.GetComponentsInChildren<T>(bool)
    Component.GetComponentsInChildren<T>(bool, List<T>)
    Component.GetComponentsInChildren<T>()
    Component.GetComponentsInChildren<T>(List<T>)
    Component.GetComponentInParent(Type, bool)
    Component.GetComponentInParent(Type)
    Component.GetComponentInParent<T>(bool)
    Component.GetComponentInParent<T>()
    Component.GetComponentsInParent(Type, bool)
    Component.GetComponentsInParent(Type)
    Component.GetComponentsInParent<T>(bool)
    Component.GetComponentsInParent<T>(bool, List<T>)
    Component.GetComponentsInParent<T>()
    Component.GetComponents(Type)
    Component.GetComponents(Type, List<Component>)
    Component.GetComponents<T>(List<T>)
    Component.GetComponents<T>()
    Component.GetComponentIndex()
    Component.CompareTag(string)
    Component.CompareTag(TagHandle)
    Component.SendMessageUpwards(string, object, SendMessageOptions)
    Component.SendMessageUpwards(string, object)
    Component.SendMessageUpwards(string)
    Component.SendMessageUpwards(string, SendMessageOptions)
    Component.SendMessage(string, object)
    Component.SendMessage(string)
    Component.SendMessage(string, object, SendMessageOptions)
    Component.SendMessage(string, SendMessageOptions)
    Component.BroadcastMessage(string, object, SendMessageOptions)
    Component.BroadcastMessage(string, object)
    Component.BroadcastMessage(string)
    Component.BroadcastMessage(string, SendMessageOptions)
    Component.transform
    Component.transformHandle
    Component.gameObject
    Component.tag
    Object.GetEntityId()
    Object.GetInstanceID()
    Object.GetHashCode()
    Object.Equals(object)
    Object.InstantiateAsync<T>(T)
    Object.InstantiateAsync<T>(T, Transform)
    Object.InstantiateAsync<T>(T, Vector3, Quaternion)
    Object.InstantiateAsync<T>(T, Transform, Vector3, Quaternion)
    Object.InstantiateAsync<T>(T, int)
    Object.InstantiateAsync<T>(T, int, Transform)
    Object.InstantiateAsync<T>(T, int, Vector3, Quaternion)
    Object.InstantiateAsync<T>(T, int, ReadOnlySpan<Vector3>, ReadOnlySpan<Quaternion>)
    Object.InstantiateAsync<T>(T, int, Transform, Vector3, Quaternion)
    Object.InstantiateAsync<T>(T, int, Transform, Vector3, Quaternion, CancellationToken)
    Object.InstantiateAsync<T>(T, int, Transform, ReadOnlySpan<Vector3>, ReadOnlySpan<Quaternion>)
    Object.InstantiateAsync<T>(T, int, Transform, ReadOnlySpan<Vector3>, ReadOnlySpan<Quaternion>, CancellationToken)
    Object.InstantiateAsync<T>(T, InstantiateParameters, CancellationToken)
    Object.InstantiateAsync<T>(T, int, InstantiateParameters, CancellationToken)
    Object.InstantiateAsync<T>(T, Vector3, Quaternion, InstantiateParameters, CancellationToken)
    Object.InstantiateAsync<T>(T, int, Vector3, Quaternion, InstantiateParameters, CancellationToken)
    Object.InstantiateAsync<T>(T, int, ReadOnlySpan<Vector3>, ReadOnlySpan<Quaternion>, InstantiateParameters, CancellationToken)
    Object.Instantiate(Object, Vector3, Quaternion)
    Object.Instantiate(Object, Vector3, Quaternion, Transform)
    Object.Instantiate(Object)
    Object.Instantiate(Object, Scene)
    Object.Instantiate<T>(T, InstantiateParameters)
    Object.Instantiate<T>(T, Vector3, Quaternion, InstantiateParameters)
    Object.Instantiate(Object, Transform)
    Object.Instantiate(Object, Transform, bool)
    Object.Instantiate<T>(T)
    Object.Instantiate<T>(T, Vector3, Quaternion)
    Object.Instantiate<T>(T, Vector3, Quaternion, Transform)
    Object.Instantiate<T>(T, Transform)
    Object.Instantiate<T>(T, Transform, bool)
    Object.Destroy(Object, float)
    Object.Destroy(Object)
    Object.DestroyImmediate(Object, bool)
    Object.DestroyImmediate(Object)
    Object.FindObjectsOfType(Type)
    Object.FindObjectsOfType(Type, bool)
    Object.FindObjectsByType(Type, FindObjectsSortMode)
    Object.FindObjectsByType(Type, FindObjectsInactive, FindObjectsSortMode)
    Object.DontDestroyOnLoad(Object)
    Object.DestroyObject(Object, float)
    Object.DestroyObject(Object)
    Object.FindSceneObjectsOfType(Type)
    Object.FindObjectsOfTypeIncludingAssets(Type)
    Object.FindObjectsOfType<T>()
    Object.FindObjectsByType<T>(FindObjectsSortMode)
    Object.FindObjectsOfType<T>(bool)
    Object.FindObjectsByType<T>(FindObjectsInactive, FindObjectsSortMode)
    Object.FindObjectOfType<T>()
    Object.FindObjectOfType<T>(bool)
    Object.FindFirstObjectByType<T>()
    Object.FindAnyObjectByType<T>()
    Object.FindFirstObjectByType<T>(FindObjectsInactive)
    Object.FindAnyObjectByType<T>(FindObjectsInactive)
    Object.FindObjectsOfTypeAll(Type)
    Object.FindObjectOfType(Type)
    Object.FindFirstObjectByType(Type)
    Object.FindAnyObjectByType(Type)
    Object.FindObjectOfType(Type, bool)
    Object.FindFirstObjectByType(Type, FindObjectsInactive)
    Object.FindAnyObjectByType(Type, FindObjectsInactive)
    Object.ToString()
    Object.name
    Object.hideFlags
    object.Equals(object, object)
    object.GetType()
    object.ReferenceEquals(object, object)
    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.

    구현

    ISerializationCallbackReceiver
    문서 개요
    맨 위로
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