Version: 2017.1

SpriteAtlas

class in UnityEngine.U2D

/

継承:Object

マニュアルに切り替える

説明

Sprite Atlas is an asset created within Unity. It is part of the built-in sprite packing solution.

A Sprite Atlas stores a list of packable assets. A packable asset is either a Sprite, Texture2D of TextureImporterType.Sprite or Folder. Before the packing process begins, these packable assets will be grouped and traversed to gather all the sprites from them. These will be used in the packing process. At runtime, these sprites can be enumerated via the Sprite Atlas (See Also: SpriteAtlas.GetSprites).

It also provides dedicated texture settings in the inspector for the packed texture. The original texture settings of the sprite will have no effect on the packed texture.

By default, Sprite Atlas will be referenced by the sprite and be available at runtime. This means that the sprite will be able to acquire the packed texture from the Sprite Atlas when loaded. A Sprite can be loaded without referencing any Sprite Atlas. A Sprite loaded this way will render as invisible since there is no texture. A reference to a Sprite Atlas can be added later. See Also: SpriteAtlasManager.

Sprite Atlas variants can be created by assigning another Sprite Atlas object as the master. Variants will not repack a new texture from the packable list. Instead of this, variants will duplicate the master's packed texture and downscale it according to a user-defined ratio and save this scaled texture.

変数

isVariantReturn true if this SpriteAtlas is a variant.
spriteCountGet the total number of Sprite packed into this atlas.
tagGet the tag of this SpriteAtlas.

Public 関数

GetSpriteClone the first Sprite in this atlas that matches the name packed in this atlas and return it.
GetSpritesClone all the Sprite in this atlas and fill them into the supplied array.

継承メンバー

変数

hideFlagsオブジェクトは非表示、シーンに保存、ユーザーが編集可能、などを設定する。
nameオブジェクト名

Public 関数

GetInstanceIDオブジェクトのインスタンス ID を返します
ToStringゲームオブジェクトの名前を返します

Static 関数

Destroyゲームオブジェクトやコンポーネント、アセットを削除します
DestroyImmediateDestroys the object obj immediately. You are strongly recommended to use Destroy instead.
DontDestroyOnLoad新しいシーンを読み込んでもオブジェクトが自動で破壊されないように設定します
FindObjectOfTypeタイプ type から最初に見つけたアクティブのオブジェクトを返します
FindObjectsOfTypeタイプから見つけたすべてのアクティブのオブジェクト配列を返します
Instantiateoriginal のオブジェクトをクローンします

Operator

boolオブジェクトが存在するかどうか
operator !=二つのオブジェクトが異なるオブジェクトを参照しているか比較します
operator ==2つのオブジェクト参照が同じオブジェクトを参照しているか比較します。