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- using System.Collections;
- using System.Collections.Generic;
- using System.Linq;
- using UnityEngine;
- public class SpriteUtility : MonoBehaviour
- {
- #region Config
- public string Path;
- public string Name;
- public Sprite Sprite;
- #endregion
- public static Mesh CreateMesh(Sprite sprite)
- {
- Mesh mesh = new Mesh();
- List<Vector3> vertices = new List<Vector3>();
- List<int> triangles = new List<int>();
- foreach (var vertex in sprite.vertices)
- {
- vertices.Add(vertex);
- }
- foreach (var triangle in sprite.triangles)
- {
- triangles.Add(triangle);
- }
- mesh.vertices = vertices.ToArray();
- mesh.triangles = triangles.ToArray();
- mesh.uv = sprite.uv;
- mesh.colors = Enumerable.Repeat(Color.white, mesh.vertices.Length).ToArray();
- //foreach (var uv in sprite.uv)
- //{
- // Debug.LogWarning(sprite.name + " " + uv);
- //}
- return mesh;
- }
- public static Mesh CreateMesh(Sprite sprite, Color color)
- {
- Mesh mesh = new Mesh();
- List<Vector3> vertices = new List<Vector3>();
- List<int> triangles = new List<int>();
- foreach (var vertex in sprite.vertices)
- {
- vertices.Add(vertex);
- }
- foreach (var triangle in sprite.triangles)
- {
- triangles.Add(triangle);
- }
- mesh.vertices = vertices.ToArray();
- mesh.triangles = triangles.ToArray();
- mesh.uv = sprite.uv;
- mesh.colors = Enumerable.Repeat(color, mesh.vertices.Length).ToArray();
- return mesh;
- }
- }
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