Gif Texture, holding a GIF frame contents (pixels, resolution, interval, and texture/sprite references etc.)
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| GifTexture (Color32[] colors, int width, int height, float delaySec, FilterMode filterMode, TextureWrapMode wrapMode) |
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| GifTexture (Texture2D texture2d, float delaySec, bool optimizeMemoryUsgae=true) |
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| GifTexture (Sprite sprite, float delaySec, bool optimizeMemoryUsgae=true) |
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Texture2D | GetTexture2D () |
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Sprite | GetSprite () |
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Sprite | GetSprite_OptimizeMemoryUsage (ref Texture2D refTexture2d) |
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void | SetColorsToTexture2D (ref Texture2D refTexture2d) |
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void | SetDisplay (UnityEngine.UI.Image targetDisplay, ref Texture2D refTexture2d) |
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void | SetDisplay (RawImage targetDisplay, ref Texture2D refTexture2d) |
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void | SetDisplay (Renderer targetDisplay, ref Texture2D refTexture2d) |
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Color32[] | m_Colors = null |
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int | m_Width |
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int | m_Height |
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Sprite | m_Sprite = null |
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Texture2D | m_texture2d = null |
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float | m_delaySec = 0 |
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Gif Texture, holding a GIF frame contents (pixels, resolution, interval, and texture/sprite references etc.)
◆ GetSprite()
Sprite GifTexture.GetSprite |
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Get the stored Sprite, create a new one from the stored Texture2D or m_Colors if not exist. The texture in the sprite will take up certain memory until you clear it. (If just need to display the gif frame, use SetDisplay method instead)
◆ GetTexture2D()
Texture2D GifTexture.GetTexture2D |
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Get the stored Texture2D, create a new one from m_Colors if not exist. The texture will take up certain memory until you clear it. (If just need to display the gif frame, use SetDisplay method instead)
◆ SetDisplay() [1/3]
void GifTexture.SetDisplay |
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RawImage |
targetDisplay, |
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ref Texture2D |
refTexture2d |
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Set the stored pixels(m_Colors) to diaplay on the target RawImage. (Reminder: Do NOT use the same refTexture2d for different GIF! As it will generate new texture each time.)
◆ SetDisplay() [2/3]
void GifTexture.SetDisplay |
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Renderer |
targetDisplay, |
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ref Texture2D |
refTexture2d |
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Set the stored pixels(m_Colors) to diaplay on the target Renderer. (Reminder: Do NOT use the same refTexture2d for different GIF! As it will generate new texture each time.)
◆ SetDisplay() [3/3]
void GifTexture.SetDisplay |
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UnityEngine::UI::Image |
targetDisplay, |
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ref Texture2D |
refTexture2d |
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) |
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Set the stored pixels(m_Colors) to diaplay on the target Image. (Reminder: Do NOT use the same refTexture2d for different GIF! As it will generate new texture each time.)
The documentation for this class was generated from the following file:
- C:/Transhuman/S2/Assets/Plugins/SWAN Dev/GameGIF/Lib/GifTexture.cs