Improvements and bug fixes.
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@@ -15,10 +15,10 @@ namespace AssetStudio
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animationClip.m_ScaleCurves = converter.Scales.Union(animationClip.m_ScaleCurves).ToArray();
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animationClip.m_FloatCurves = converter.Floats.Union(animationClip.m_FloatCurves).ToArray();
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animationClip.m_PPtrCurves = converter.PPtrs.Union(animationClip.m_PPtrCurves).ToArray();
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return ConvertSerializedAnimationClip(animationClip, game);
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return ConvertSerializedAnimationClip(animationClip);
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}
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public static string ConvertSerializedAnimationClip(AnimationClip animationClip, Game game)
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public static string ConvertSerializedAnimationClip(AnimationClip animationClip)
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{
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var sb = new StringBuilder();
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using (var stringWriter = new StringWriter(sb))
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@@ -82,7 +82,7 @@ namespace AssetStudio
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var polygons = triangles.Select(x => new Polygon(new LinearLineSegment(x.Select(y => new PointF(y.X, y.Y)).ToArray()))).ToArray();
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IPathCollection path = new PathCollection(polygons);
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var matrix = Matrix3x2.CreateScale(m_Sprite.m_PixelsToUnits);
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matrix *= Matrix3x2.CreateTranslation(textureRect.width * m_Sprite.m_Pivot.X - textureRectOffset.X, textureRect.height * m_Sprite.m_Pivot.Y - textureRectOffset.Y);
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matrix *= Matrix3x2.CreateTranslation(m_Sprite.m_Rect.width * m_Sprite.m_Pivot.X - textureRectOffset.X, m_Sprite.m_Rect.height * m_Sprite.m_Pivot.Y - textureRectOffset.Y);
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path = path.Transform(matrix);
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var graphicsOptions = new GraphicsOptions
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{
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