6e8fbca745
match the genesis editor version 1.3.0.653.
211 lines
6.0 KiB
C#
211 lines
6.0 KiB
C#
/****************************************************************************
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Copyright (c) 2011-2013,WebJet Business Division,CYOU
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http://www.genesis-3d.com.cn
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Permission is hereby granted, free of charge, to any person obtaining a copy
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of this software and associated documentation files (the "Software"), to deal
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in the Software without restriction, including without limitation the rights
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to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
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copies of the Software, and to permit persons to whom the Software is
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furnished to do so, subject to the following conditions:
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The above copyright notice and this permission notice shall be included in
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all copies or substantial portions of the Software.
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THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
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OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
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THE SOFTWARE.
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****************************************************************************/
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using System;
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using System.Runtime.CompilerServices;
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using ScriptRuntime;
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namespace ScriptRuntime
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{
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/// <summary>
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/// 精灵渲染组件
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/// </summary>
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public partial class SpriteRenderComponent : Component
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{
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public static readonly System.Type thisType = typeof(SpriteRenderComponent);
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private SpriteRenderComponent(DummyClass__ dummy)
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{
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}
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/// <summary>
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/// 创建一个精灵
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/// </summary>
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public SpriteRenderComponent()
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{
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ICall_SpriteRenderComponent_Bind(this);
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}
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/// <summary>
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/// 通过资源包ID装载组件
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/// </summary>
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/// <param name="packID">资源包ID</param>
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public void Setup(string packID)
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{
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ICall_SpriteRenderComponent_Setup(this, packID);
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}
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/// <summary>
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/// 获取资源包ID
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/// </summary>
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public String PackageID
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{
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get
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{
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return ICall_SpriteRenderComponent_GetPackageID(this);
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}
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}
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/// <summary>
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/// 设置图块
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/// </summary>
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/// <param name="name">T图块名称</param>
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public void SetBlock(string name)
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{
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ICall_SpriteRenderComponent_SetBlock(this, name);
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}
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/// <summary>
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/// 设置动画
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/// </summary>
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/// <param name="name">动画名</param>
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public void SetAnimation(string name)
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{
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SetAnimation(name, 0, 1.0f, true);
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}
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/// <summary>
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/// 移除图块的设置
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/// </summary>
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public void RemoveBlock()
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{
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ICall_SpriteRenderComponent_RemoveBlock(this);
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}
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/// <summary>
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/// 移除动画的设置
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/// </summary>
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public void RemoveAnimation()
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{
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ICall_SpriteRenderComponent_RemoveAnimation(this);
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}
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/// <summary>
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/// 设置动画
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/// </summary>
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/// <param name="name">动画名</param>
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/// <param name="loops">播放循环</param>
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/// <param name="speed">动画速度,默认为1.0f.</param>
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/// <param name="play">是否现在播放</param>
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public void SetAnimation(string name, int loops, float speed, bool play)
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{
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ICall_SpriteRenderComponent_SetAnimation(this, name, loops, play, speed);
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}
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/// <summary>
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/// 设置与获取动画速度
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/// </summary>
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public float AnimationSpeed
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{
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get
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{
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return ICall_SpriteRenderComponent_GetAnimationSpeed(this);
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}
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set
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{
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ICall_SpriteRenderComponent_SetAnimationSpeed(this, value);
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}
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}
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/// <summary>
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/// 播放动画
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/// </summary>
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public void Play()
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{
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ICall_SpriteRenderComponent_Play(this);
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}
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/// <summary>
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/// 重新播放动画
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/// </summary>
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public void Replay()
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{
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ICall_SpriteRenderComponent_Replay(this);
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}
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/// <summary>
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/// 暂定动画
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/// </summary>
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public void Pause()
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{
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ICall_SpriteRenderComponent_Pause(this);
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}
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/// <summary>
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/// 停止动画
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/// </summary>
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public void Stop()
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{
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ICall_SpriteRenderComponent_Stop(this);
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}
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/// <summary>
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/// 播放暂停动画
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/// </summary>
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public bool PlayOnWake
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{
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get
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{
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return ICall_SpriteRenderComponent_GetPlayOnWake(this);
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}
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set
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{
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ICall_SpriteRenderComponent_SetPlayOnWake(this, value);
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}
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}
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/// <summary>
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/// 获取图块名称
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/// </summary>
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public String BlockName
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{
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get
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{
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return ICall_SpriteRenderComponent_GetBlockName(this);
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}
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}
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/// <summary>
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/// 获取动画名称
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/// </summary>
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public String AnimationName
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{
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get
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{
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return ICall_SpriteRenderComponent_GetAnimationName(this);
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}
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}
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/// <summary>
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/// 获取动画循环设置
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/// </summary>
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public int AnimationLoops
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{
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get
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{
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return ICall_SpriteRenderComponent_GetAnimationLoops(this);
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}
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}
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/// <summary>
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/// 获取动画是否正在播放
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/// </summary>
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public bool IsAnimationPlaying
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{
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get
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{
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return ICall_SpriteRenderComponent_IsAnimationPlaying(this);
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}
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}
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}
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}
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