mirror of
https://github.com/EsotericSoftware/spine-runtimes.git
synced 2026-03-26 22:49:01 +08:00
[unity] Minor: Updated documentation and example scene scripts regarding GetRepackedSkin, GetRepackedAttachments and GetRemappedClone to describe texture cache and cleanup.
This commit is contained in:
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@ -82,6 +82,8 @@ namespace Spine.Unity.Examples {
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var templateSkin = skeletonData.FindSkin(templateSkinName);
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var templateSkin = skeletonData.FindSkin(templateSkinName);
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Attachment templateAttachment = templateSkin.GetAttachment(slotIndex, templateAttachmentName);
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Attachment templateAttachment = templateSkin.GetAttachment(slotIndex, templateAttachmentName);
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attachment = templateAttachment.GetRemappedClone(asset.sprite, sourceMaterial, premultiplyAlpha: this.applyPMA);
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attachment = templateAttachment.GetRemappedClone(asset.sprite, sourceMaterial, premultiplyAlpha: this.applyPMA);
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// Note: Each call to `GetRemappedClone()` with parameter `premultiplyAlpha` set to `true` creates
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// a cached Texture copy which can be cleared by calling AtlasUtilities.ClearCache() as shown in the method below.
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cachedAttachments.Add(asset, attachment); // Cache this value for next time this asset is used.
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cachedAttachments.Add(asset, attachment); // Cache this value for next time this asset is used.
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}
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}
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@ -91,6 +93,14 @@ namespace Spine.Unity.Examples {
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public void Done () {
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public void Done () {
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target.OptimizeSkin();
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target.OptimizeSkin();
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// `GetRepackedSkin()` and each call to `GetRemappedClone()` with parameter `premultiplyAlpha` set to `true`
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// creates cached Texture copies which can be cleared by calling AtlasUtilities.ClearCache().
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// You can optionally clear the textures cache after multiple repack operations.
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// Just be aware that while this cleanup frees up memory, it is also a costly operation
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// and will likely cause a spike in the framerate.
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//AtlasUtilities.ClearCache();
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//Resources.UnloadUnusedAssets();
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}
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}
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}
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}
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@ -78,9 +78,14 @@ namespace Spine.Unity.Examples {
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Destroy(runtimeMaterial);
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Destroy(runtimeMaterial);
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if (runtimeAtlas)
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if (runtimeAtlas)
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Destroy(runtimeAtlas);
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Destroy(runtimeAtlas);
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var repackedSkin = collectedSkin.GetRepackedSkin("Repacked skin", skeletonAnimation.SkeletonDataAsset.atlasAssets[0].PrimaryMaterial, out runtimeMaterial, out runtimeAtlas);
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var repackedSkin = collectedSkin.GetRepackedSkin("Repacked skin", skeletonAnimation.SkeletonDataAsset.atlasAssets[0].PrimaryMaterial,
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out runtimeMaterial, out runtimeAtlas, maxAtlasSize : 1024, clearCache: false);
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collectedSkin.Clear();
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collectedSkin.Clear();
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// You can optionally clear the textures cache after each ore multiple repack operations are done.
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//AtlasUtilities.ClearCache();
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//Resources.UnloadUnusedAssets();
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// 3. Use the repacked skin.
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// 3. Use the repacked skin.
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skeletonAnimation.Skeleton.Skin = repackedSkin;
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skeletonAnimation.Skeleton.Skin = repackedSkin;
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RefreshSkeletonAttachments();
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RefreshSkeletonAttachments();
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@ -149,8 +149,13 @@ namespace Spine.Unity.Examples {
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skeletonAnimation.Skeleton.SetSlotsToSetupPose();
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skeletonAnimation.Skeleton.SetSlotsToSetupPose();
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skeletonAnimation.AnimationState.Apply(skeletonAnimation.Skeleton);
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skeletonAnimation.AnimationState.Apply(skeletonAnimation.Skeleton);
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// You can optionally clear the cache after multiple repack operations.
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// `GetRepackedSkin()` and each call to `GetRemappedClone()` with parameter `premultiplyAlpha` set to `true`
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// cache necessarily created Texture copies which can be cleared by calling AtlasUtilities.ClearCache().
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// You can optionally clear the textures cache after multiple repack operations.
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// Just be aware that while this cleanup frees up memory, it is also a costly operation
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// and will likely cause a spike in the framerate.
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AtlasUtilities.ClearCache();
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AtlasUtilities.ClearCache();
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Resources.UnloadUnusedAssets();
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}
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}
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void UpdateCharacterSkin () {
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void UpdateCharacterSkin () {
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@ -95,6 +95,8 @@ namespace Spine.Unity.Examples {
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int visorSlotIndex = skeleton.FindSlotIndex(visorSlot); // You can access GetAttachment and SetAttachment via string, but caching the slotIndex is faster.
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int visorSlotIndex = skeleton.FindSlotIndex(visorSlot); // You can access GetAttachment and SetAttachment via string, but caching the slotIndex is faster.
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Attachment templateAttachment = templateSkin.GetAttachment(visorSlotIndex, visorKey); // STEP 1.1
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Attachment templateAttachment = templateSkin.GetAttachment(visorSlotIndex, visorKey); // STEP 1.1
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Attachment newAttachment = templateAttachment.GetRemappedClone(visorSprite, sourceMaterial, pivotShiftsMeshUVCoords : false); // STEP 1.2 - 1.3
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Attachment newAttachment = templateAttachment.GetRemappedClone(visorSprite, sourceMaterial, pivotShiftsMeshUVCoords : false); // STEP 1.2 - 1.3
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// Note: Each call to `GetRemappedClone()` with parameter `premultiplyAlpha` set to `true` creates
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// a cached Texture copy which can be cleared by calling AtlasUtilities.ClearCache() as done in the method below.
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customSkin.SetAttachment(visorSlotIndex, visorKey, newAttachment); // STEP 1.4
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customSkin.SetAttachment(visorSlotIndex, visorKey, newAttachment); // STEP 1.4
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// And now for the gun.
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// And now for the gun.
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@ -136,6 +138,12 @@ namespace Spine.Unity.Examples {
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skeleton.SetSlotsToSetupPose(); // Use the pose from setup pose.
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skeleton.SetSlotsToSetupPose(); // Use the pose from setup pose.
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skeletonAnimation.Update(0); // Use the pose in the currently active animation.
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skeletonAnimation.Update(0); // Use the pose in the currently active animation.
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// `GetRepackedSkin()` and each call to `GetRemappedClone()` with parameter `premultiplyAlpha` set to `true`
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// cache necessarily created Texture copies which can be cleared by calling AtlasUtilities.ClearCache().
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// You can optionally clear the textures cache after multiple repack operations.
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// Just be aware that while this cleanup frees up memory, it is also a costly operation
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// and will likely cause a spike in the framerate.
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AtlasUtilities.ClearCache();
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Resources.UnloadUnusedAssets();
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Resources.UnloadUnusedAssets();
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}
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}
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}
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}
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@ -96,6 +96,8 @@ namespace Spine.Unity.Examples {
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int visorSlotIndex = skeleton.FindSlotIndex(visorSlot); // You can access GetAttachment and SetAttachment via string, but caching the slotIndex is faster.
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int visorSlotIndex = skeleton.FindSlotIndex(visorSlot); // You can access GetAttachment and SetAttachment via string, but caching the slotIndex is faster.
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Attachment baseAttachment = baseSkin.GetAttachment(visorSlotIndex, visorKey); // STEP 1.1
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Attachment baseAttachment = baseSkin.GetAttachment(visorSlotIndex, visorKey); // STEP 1.1
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Attachment newAttachment = baseAttachment.GetRemappedClone(visorSprite, sourceMaterial); // STEP 1.2 - 1.3
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Attachment newAttachment = baseAttachment.GetRemappedClone(visorSprite, sourceMaterial); // STEP 1.2 - 1.3
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// Note: Each call to `GetRemappedClone()` with parameter `premultiplyAlpha` set to `true` creates
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// a cached Texture copy which can be cleared by calling AtlasUtilities.ClearCache() as done below.
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customSkin.SetAttachment(visorSlotIndex, visorKey, newAttachment); // STEP 1.4
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customSkin.SetAttachment(visorSlotIndex, visorKey, newAttachment); // STEP 1.4
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// And now for the gun.
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// And now for the gun.
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@ -135,6 +137,12 @@ namespace Spine.Unity.Examples {
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skeletonGraphic.Update(0);
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skeletonGraphic.Update(0);
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skeletonGraphic.OverrideTexture = runtimeAtlas;
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skeletonGraphic.OverrideTexture = runtimeAtlas;
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// `GetRepackedSkin()` and each call to `GetRemappedClone()` with parameter `premultiplyAlpha` set to `true`
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// cache necessarily created Texture copies which can be cleared by calling AtlasUtilities.ClearCache().
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// You can optionally clear the textures cache after multiple repack operations.
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// Just be aware that while this cleanup frees up memory, it is also a costly operation
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// and will likely cause a spike in the framerate.
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AtlasUtilities.ClearCache();
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Resources.UnloadUnusedAssets();
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Resources.UnloadUnusedAssets();
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}
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}
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}
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}
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@ -239,12 +239,19 @@ namespace Spine.Unity.AttachmentTools {
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/// Fills the outputAttachments list with new attachment objects based on the attachments in sourceAttachments,
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/// Fills the outputAttachments list with new attachment objects based on the attachments in sourceAttachments,
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/// but mapped to a new single texture using the same material.</summary>
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/// but mapped to a new single texture using the same material.</summary>
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/// <remarks>Returned <c>Material</c> and <c>Texture</c> behave like <c>new Texture2D()</c>, thus you need to call <c>Destroy()</c>
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/// <remarks>Returned <c>Material</c> and <c>Texture</c> behave like <c>new Texture2D()</c>, thus you need to call <c>Destroy()</c>
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/// to free resources.</remarks>
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/// to free resources.
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/// This method caches necessary Texture copies for later re-use, which might steadily increase the texture memory
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/// footprint when used excessively. Set <paramref name="clearCache"/> to <c>true</c>
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/// or call <see cref="AtlasUtilities.ClearCache()"/> to clear this texture cache.
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/// You may want to call <c>Resources.UnloadUnusedAssets()</c> after that.
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/// </remarks>
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/// <param name="sourceAttachments">The list of attachments to be repacked.</param>
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/// <param name="sourceAttachments">The list of attachments to be repacked.</param>
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/// <param name = "outputAttachments">The List(Attachment) to populate with the newly created Attachment objects.
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/// <param name = "outputAttachments">The List(Attachment) to populate with the newly created Attachment objects.
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/// May be equal to <c>sourceAttachments</c> for in-place operation.</param>
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/// May be equal to <c>sourceAttachments</c> for in-place operation.</param>
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/// <param name="materialPropertySource">May be null. If no Material property source is provided, a material with
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/// <param name="materialPropertySource">May be null. If no Material property source is provided, a material with
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/// default parameters using the provided <c>shader</c> will be created.</param>
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/// default parameters using the provided <c>shader</c> will be created.</param>
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/// <param name="clearCache">When set to <c>true</c>, <see cref="AtlasUtilities.ClearCache()"/> is called after
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/// repacking to clear the texture cache. See remarks for additional info.</param>
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/// <param name="additionalTexturePropertyIDsToCopy">Optional additional textures (such as normal maps) to copy while repacking.
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/// <param name="additionalTexturePropertyIDsToCopy">Optional additional textures (such as normal maps) to copy while repacking.
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/// To copy e.g. the main texture and normal maps, pass 'new int[] { Shader.PropertyToID("_BumpMap") }' at this parameter.</param>
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/// To copy e.g. the main texture and normal maps, pass 'new int[] { Shader.PropertyToID("_BumpMap") }' at this parameter.</param>
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/// <param name="additionalOutputTextures">When <c>additionalTexturePropertyIDsToCopy</c> is non-null,
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/// <param name="additionalOutputTextures">When <c>additionalTexturePropertyIDsToCopy</c> is non-null,
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@ -442,7 +449,14 @@ namespace Spine.Unity.AttachmentTools {
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/// <remarks>GetRepackedSkin is an expensive operation, preferably call it at level load time.
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/// <remarks>GetRepackedSkin is an expensive operation, preferably call it at level load time.
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/// No Spine.Atlas object is created so there is no way to find AtlasRegions except through the Attachments using them.
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/// No Spine.Atlas object is created so there is no way to find AtlasRegions except through the Attachments using them.
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/// Returned <c>Material</c> and <c>Texture</c> behave like <c>new Texture2D()</c>, thus you need to call <c>Destroy()</c>
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/// Returned <c>Material</c> and <c>Texture</c> behave like <c>new Texture2D()</c>, thus you need to call <c>Destroy()</c>
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/// to free resources.</remarks>
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/// to free resources.
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/// This method caches necessary Texture copies for later re-use, which might steadily increase the texture memory
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/// footprint when used excessively. Set <paramref name="clearCache"/> to <c>true</c>
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/// or call <see cref="AtlasUtilities.ClearCache()"/> to clear this texture cache.
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/// You may want to call <c>Resources.UnloadUnusedAssets()</c> after that.
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/// </remarks>
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/// <param name="clearCache">When set to <c>true</c>, <see cref="AtlasUtilities.ClearCache()"/> is called after
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/// repacking to clear the texture cache. See remarks for additional info.</param>
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/// <param name="additionalTexturePropertyIDsToCopy">Optional additional textures (such as normal maps) to copy while repacking.
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/// <param name="additionalTexturePropertyIDsToCopy">Optional additional textures (such as normal maps) to copy while repacking.
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/// To copy e.g. the main texture and normal maps, pass 'new int[] { Shader.PropertyToID("_BumpMap") }' at this parameter.</param>
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/// To copy e.g. the main texture and normal maps, pass 'new int[] { Shader.PropertyToID("_BumpMap") }' at this parameter.</param>
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/// <param name="additionalOutputTextures">When <c>additionalTexturePropertyIDsToCopy</c> is non-null,
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/// <param name="additionalOutputTextures">When <c>additionalTexturePropertyIDsToCopy</c> is non-null,
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@ -473,8 +487,7 @@ namespace Spine.Unity.AttachmentTools {
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/// <summary>
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/// <summary>
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/// Creates and populates a duplicate skin with cloned attachments that are backed by a new packed texture atlas
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/// Creates and populates a duplicate skin with cloned attachments that are backed by a new packed texture atlas
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/// comprised of all the regions from the original skin.</summary>
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/// comprised of all the regions from the original skin.</summary>
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/// <remarks>GetRepackedSkin is an expensive operation, preferably call it at level load time.
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/// See documentation of <see cref="GetRepackedSkin"/> for details.
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/// No Spine.Atlas object is created so there is no way to find AtlasRegions except through the Attachments using them.</remarks>
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public static Skin GetRepackedSkin (this Skin o, string newName, Shader shader, out Material outputMaterial, out Texture2D outputTexture,
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public static Skin GetRepackedSkin (this Skin o, string newName, Shader shader, out Material outputMaterial, out Texture2D outputTexture,
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int maxAtlasSize = 1024, int padding = 2, TextureFormat textureFormat = SpineTextureFormat, bool mipmaps = UseMipMaps,
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int maxAtlasSize = 1024, int padding = 2, TextureFormat textureFormat = SpineTextureFormat, bool mipmaps = UseMipMaps,
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Material materialPropertySource = null, bool clearCache = false, bool useOriginalNonrenderables = true,
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Material materialPropertySource = null, bool clearCache = false, bool useOriginalNonrenderables = true,
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@ -525,6 +538,18 @@ namespace Spine.Unity.AttachmentTools {
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static Dictionary<IntAndAtlasRegionKey, Texture2D> CachedRegionTextures = new Dictionary<IntAndAtlasRegionKey, Texture2D>();
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static Dictionary<IntAndAtlasRegionKey, Texture2D> CachedRegionTextures = new Dictionary<IntAndAtlasRegionKey, Texture2D>();
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static List<Texture2D> CachedRegionTexturesList = new List<Texture2D>();
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static List<Texture2D> CachedRegionTexturesList = new List<Texture2D>();
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/// <summary>
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/// Frees up textures cached by repacking and remapping operations.
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///
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/// Calling <see cref="AttachmentCloneExtensions.GetRemappedClone"/> with parameter <c>premultiplyAlpha=true</c>,
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/// <see cref="GetRepackedAttachments"/> or <see cref="GetRepackedSkin"/> will cache textures for later re-use,
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/// which might steadily increase the texture memory footprint when used excessively.
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/// You can clear this Texture cache by calling <see cref="AtlasUtilities.ClearCache()"/>.
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/// You may also want to call <c>Resources.UnloadUnusedAssets()</c> after that. Be aware that while this cleanup
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/// frees up memory, it is also a costly operation and will likely cause a spike in the framerate.
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/// Thus it is recommended to perform costly repacking and cleanup operations after e.g. a character customization
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/// screen has been exited, and if required additionally after a certain number of <c>GetRemappedClone()</c> calls.
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/// </summary>
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public static void ClearCache () {
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public static void ClearCache () {
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foreach (var t in CachedRegionTexturesList) {
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foreach (var t in CachedRegionTexturesList) {
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UnityEngine.Object.Destroy(t);
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UnityEngine.Object.Destroy(t);
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@ -42,7 +42,8 @@ namespace Spine.Unity.AttachmentTools {
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/// <param name="o">The original attachment.</param>
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/// <param name="o">The original attachment.</param>
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/// <param name="sprite">The sprite whose texture to use.</param>
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/// <param name="sprite">The sprite whose texture to use.</param>
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/// <param name="sourceMaterial">The source material used to copy the shader and material properties from.</param>
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/// <param name="sourceMaterial">The source material used to copy the shader and material properties from.</param>
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/// <param name="premultiplyAlpha">If <c>true</c>, a premultiply alpha clone of the original texture will be created.</param>
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/// <param name="premultiplyAlpha">If <c>true</c>, a premultiply alpha clone of the original texture will be created.
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/// See remarks below for additional info.</param>
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/// <param name="cloneMeshAsLinked">If <c>true</c> MeshAttachments will be cloned as linked meshes and will inherit animation from the original attachment.</param>
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/// <param name="cloneMeshAsLinked">If <c>true</c> MeshAttachments will be cloned as linked meshes and will inherit animation from the original attachment.</param>
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/// <param name="useOriginalRegionSize">If <c>true</c> the size of the original attachment will be followed, instead of using the Sprite size.</param>
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/// <param name="useOriginalRegionSize">If <c>true</c> the size of the original attachment will be followed, instead of using the Sprite size.</param>
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/// <param name="pivotShiftsMeshUVCoords">If <c>true</c> and the original Attachment is a MeshAttachment, then
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/// <param name="pivotShiftsMeshUVCoords">If <c>true</c> and the original Attachment is a MeshAttachment, then
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/// <param name="useOriginalRegionScale">If <c>true</c> and the original Attachment is a RegionAttachment, then
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/// <param name="useOriginalRegionScale">If <c>true</c> and the original Attachment is a RegionAttachment, then
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/// the original region's scale value is used instead of the Sprite's pixels per unit property. Since uniform scale is used,
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/// the original region's scale value is used instead of the Sprite's pixels per unit property. Since uniform scale is used,
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/// x scale of the original attachment (width scale) is used, scale in y direction (height scale) is ignored.</param>
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/// x scale of the original attachment (width scale) is used, scale in y direction (height scale) is ignored.</param>
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/// <remarks>When parameter <c>premultiplyAlpha</c> is set to <c>true</c>, a premultiply alpha clone of the
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/// original texture will be created. Additionally, this PMA Texture clone is cached for later re-use,
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/// which might steadily increase the Texture memory footprint when used excessively.
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/// See <see cref="AtlasUtilities.ClearCache()"/> on how to clear these cached textures.</remarks>
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public static Attachment GetRemappedClone (this Attachment o, Sprite sprite, Material sourceMaterial,
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public static Attachment GetRemappedClone (this Attachment o, Sprite sprite, Material sourceMaterial,
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bool premultiplyAlpha = true, bool cloneMeshAsLinked = true, bool useOriginalRegionSize = false,
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bool premultiplyAlpha = true, bool cloneMeshAsLinked = true, bool useOriginalRegionSize = false,
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bool pivotShiftsMeshUVCoords = true, bool useOriginalRegionScale = false) {
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bool pivotShiftsMeshUVCoords = true, bool useOriginalRegionScale = false) {
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}
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}
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/// <summary>
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/// <summary>
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/// Creates a Spine.AtlasRegion that uses a premultiplied alpha duplicate texture of the Sprite's texture data. Returns a RegionAttachment that uses it. Use this if you plan to use a premultiply alpha shader such as "Spine/Skeleton"</summary>
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/// Creates a Spine.AtlasRegion that uses a premultiplied alpha duplicate texture of the Sprite's texture data.
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/// Returns a RegionAttachment that uses it. Use this if you plan to use a premultiply alpha shader such as "Spine/Skeleton".</summary>
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/// <remarks>The duplicate texture is cached for later re-use. See documentation of
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/// <see cref="AttachmentCloneExtensions.GetRemappedClone"/> for additional details.</remarks>
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public static RegionAttachment ToRegionAttachmentPMAClone (this Sprite sprite, Shader shader, TextureFormat textureFormat = AtlasUtilities.SpineTextureFormat, bool mipmaps = AtlasUtilities.UseMipMaps, Material materialPropertySource = null, float rotation = 0f) {
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public static RegionAttachment ToRegionAttachmentPMAClone (this Sprite sprite, Shader shader, TextureFormat textureFormat = AtlasUtilities.SpineTextureFormat, bool mipmaps = AtlasUtilities.UseMipMaps, Material materialPropertySource = null, float rotation = 0f) {
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if (sprite == null) throw new System.ArgumentNullException("sprite");
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if (sprite == null) throw new System.ArgumentNullException("sprite");
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if (shader == null) throw new System.ArgumentNullException("shader");
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if (shader == null) throw new System.ArgumentNullException("shader");
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