Version: 2022.3

Sprite

class in UnityEngine

/

继承自:Object

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描述

表示在 2D 游戏中使用的精灵对象。

Sprites are 2D graphic objects used for characters, props, projectiles and other elements of 2D gameplay. The graphics are obtained from bitmap images - Texture2D. The Sprite class primarily identifies the section of the image that should be used for a specific Sprite. This information can then be used by a SpriteRenderer component on a GameObject to actually display the graphic.

另请参阅:SpriteRenderer 类。

变量

associatedAlphaSplitTextureReturns the Texture that contains the alpha channel from the source Texture. Unity generates this Texture under the hood for Sprites that have alpha in the source, and need to be compressed using techniques like ETC1.Returns NULL if there is no associated alpha Texture for the source Sprite. This is the case if the Sprite has not been setup to use ETC1 compression.
borderReturns the border sizes of the Sprite.
bounds精灵的 Bounds,由精灵的中心和范围(采用世界空间单位)指定。
packed如果该精灵打包在图集中,则返回 true。
packingMode如果精灵已打包(请参阅 Sprite.packed),则返回其 SpritePackingMode。
packingRotation如果精灵已打包(请参阅 Sprite.packed),则返回其 SpritePackingRotation。
pivot精灵的中心点在原始纹理的 Rect 中的位置(以像素为单位指定)。
pixelsPerUnitThe number of pixels in the Sprite that correspond to one unit in world space. (Read Only)
rect精灵在原始纹理中的位置(以像素为单位指定)。
spriteAtlasTextureScaleThe Variant scale of Texture used by the Sprite. This is useful to check when a Variant SpriteAtlas is being used by Sprites.
textureGet the reference to the used Texture. If packed this will point to the atlas, if not packed will point to the source Sprite.
textureRectGet the rectangle this Sprite uses on its Texture. Raises an exception if this Sprite is tightly packed in an atlas.
textureRectOffsetGets the offset of the rectangle this Sprite uses on its Texture to the original Sprite bounds. If Sprite mesh type is FullRect, offset is zero.
trianglesReturns a copy of the array containing Sprite mesh triangles.
uvThe base Texture coordinates of the Sprite mesh.
verticesReturns a copy of the array containing Sprite mesh vertex positions.

公共函数

GetPhysicsShape按索引从精灵获取物理形状。
GetPhysicsShapeCount精灵的物理形状数量。
GetPhysicsShapePointCount所选的精灵物理形状中的点数。
GetSecondaryTextureCountGets the number of Secondary Textures that the Sprite is using.
GetSecondaryTexturesRetrieves an array of SecondarySpriteTexture used by the Sprite.
OverrideGeometry设置新的精灵几何形状。
OverridePhysicsShape设置新的精灵物理形状。

静态函数

Create创建新的 Sprite 对象。

继承的成员

变量

hideFlags该对象应该隐藏、随场景一起保存还是由用户修改?
name对象的名称。

公共函数

GetInstanceIDGets the instance ID of the object.
ToString返回对象的名称。

静态函数

Destroy移除 GameObject、组件或资源。
DestroyImmediate立即销毁对象 /obj/。强烈建议您改用 Destroy。
DontDestroyOnLoad在加载新的 Scene 时,请勿销毁 Object。
FindAnyObjectByTypeRetrieves any active loaded object of Type type.
FindFirstObjectByTypeRetrieves the first active loaded object of Type type.
FindObjectOfType返回第一个类型为 type 的已加载的激活对象。
FindObjectsByTypeRetrieves a list of all loaded objects of Type type.
FindObjectsOfTypeGets a list of all loaded objects of Type type.
Instantiate克隆 original 对象并返回克隆对象。

运算符

bool该对象是否存在?
operator !=比较两个对象是否引用不同的对象。
operator ==比较两个对象引用,判断它们是否引用同一个对象。