using UnityEngine;
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using System.Collections;
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using UnityEngine.UI;
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using LuaFramework;
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public partial class SpriteGraphic
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{
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private SpriteAsset m_spriteAsset = null;
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//public SpriteAsset m_spriteAsset;
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public override Texture mainTexture
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{
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get
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{
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if (m_spriteAsset == null)
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return s_WhiteTexture;
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if (m_spriteAsset.texSource == null)
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return s_WhiteTexture;
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else
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return m_spriteAsset.texSource;
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}
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}
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protected override void OnEnable()
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{
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if(AppFacade.Instance.GetManager<InlineSpriteManager>(ManagerName.InlineSprite))
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{
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m_spriteAsset = AppFacade.Instance.GetManager<InlineSpriteManager>(ManagerName.InlineSprite).m_spriteAsset;
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}
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//不调用父类的OnEnable 他默认会渲染整张图片
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//base.OnEnable();
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}
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#if UNITY_EDITOR
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//在编辑器下
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protected override void OnValidate()
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{
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base.OnValidate();
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//LogManager.Log("Texture ID is " + this.texture.GetInstanceID());
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}
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#endif
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protected override void OnRectTransformDimensionsChange()
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{
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// base.OnRectTransformDimensionsChange();
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}
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/// <summary>
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/// 绘制后 需要更新材质
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/// </summary>
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public new void UpdateMaterial()
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{
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base.UpdateMaterial();
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}
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}
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