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C# tk2dSpriteCollectionData类代码示例

原作者: [db:作者] 来自: [db:来源] 收藏 邀请

本文整理汇总了C#中tk2dSpriteCollectionData的典型用法代码示例。如果您正苦于以下问题:C# tk2dSpriteCollectionData类的具体用法?C# tk2dSpriteCollectionData怎么用?C# tk2dSpriteCollectionData使用的例子?那么恭喜您, 这里精选的类代码示例或许可以为您提供帮助。



tk2dSpriteCollectionData类属于命名空间,在下文中一共展示了tk2dSpriteCollectionData类的20个代码示例,这些例子默认根据受欢迎程度排序。您可以为喜欢或者感觉有用的代码点赞,您的评价将有助于我们的系统推荐出更棒的C#代码示例。

示例1: DoDemoRuntimeSpriteCollection

 private void DoDemoRuntimeSpriteCollection(tk2dSpriteCollectionSize spriteCollectionSize)
 {
     if (GUILayout.Button("Use Full Texture", new GUILayoutOption[0]))
     {
         this.DestroyData();
         Rect region = new Rect(0f, 0f, (float) this.runtimeTexture.width, (float) this.runtimeTexture.height);
         Vector2 anchor = new Vector2(region.width / 2f, region.height / 2f);
         this.spriteInstance = tk2dSprite.CreateFromTexture(this.runtimeTexture, spriteCollectionSize, region, anchor, string.Empty).GetComponent<tk2dSprite>();
         this.spriteCollectionInstance = this.spriteInstance.Collection;
     }
     if (GUILayout.Button("Extract Region)", new GUILayoutOption[0]))
     {
         this.DestroyData();
         Rect rect2 = new Rect(79f, 243f, 215f, 200f);
         Vector2 vector2 = new Vector2(rect2.width / 2f, rect2.height / 2f);
         this.spriteInstance = tk2dSprite.CreateFromTexture(this.runtimeTexture, spriteCollectionSize, rect2, vector2, string.Empty).GetComponent<tk2dSprite>();
         this.spriteCollectionInstance = this.spriteInstance.Collection;
     }
     if (GUILayout.Button("Extract multiple Sprites", new GUILayoutOption[0]))
     {
         this.DestroyData();
         string[] names = new string[] { "Extracted region", "Another region", "Full sprite" };
         Rect[] regions = new Rect[] { new Rect(79f, 243f, 215f, 200f), new Rect(256f, 0f, 64f, 64f), new Rect(0f, 0f, (float) this.runtimeTexture.width, (float) this.runtimeTexture.height) };
         Vector2[] anchors = new Vector2[] { new Vector2(regions[0].width / 2f, regions[0].height / 2f), new Vector2(0f, regions[1].height), new Vector2(0f, regions[1].height) };
         this.spriteCollectionInstance = tk2dSpriteCollectionData.CreateFromTexture(this.runtimeTexture, spriteCollectionSize, names, regions, anchors);
         GameObject obj4 = new GameObject("sprite");
         obj4.transform.localPosition = new Vector3(-1f, 0f, 0f);
         this.spriteInstance = obj4.AddComponent<tk2dSprite>();
         this.spriteInstance.SetSprite(this.spriteCollectionInstance, 0);
         obj4 = new GameObject("sprite2");
         obj4.transform.parent = this.spriteInstance.transform;
         obj4.transform.localPosition = new Vector3(2f, 0f, 0f);
         obj4.AddComponent<tk2dSprite>().SetSprite(this.spriteCollectionInstance, "Another region");
     }
 }
开发者ID:Lessica,项目名称:Something-of-SHIPWAR-GAMES,代码行数:35,代码来源:tk2dDemoRuntimeSpriteController.cs


示例2: DoDemoTexturePacker

	void DoDemoTexturePacker(tk2dSpriteCollectionSize spriteCollectionSize) {
		if (GUILayout.Button("Import")) {
			DestroyData();

			// Create atlas
			spriteCollectionInstance = tk2dSpriteCollectionData.CreateFromTexturePacker(spriteCollectionSize, texturePackerExportFile.text, texturePackerTexture );

			GameObject go = new GameObject("sprite");
			go.transform.localPosition = new Vector3(-1, 0, 0);
			spriteInstance = go.AddComponent<tk2dSprite>();
			spriteInstance.SetSprite(spriteCollectionInstance, "sun");

			go = new GameObject("sprite2");
			go.transform.parent = spriteInstance.transform;
			go.transform.localPosition = new Vector3(2, 0, 0);
			tk2dSprite sprite = go.AddComponent<tk2dSprite>();
			sprite.SetSprite(spriteCollectionInstance, "2dtoolkit_logo");

			go = new GameObject("sprite3");
			go.transform.parent = spriteInstance.transform;
			go.transform.localPosition = new Vector3(1, 1, 0);
			sprite = go.AddComponent<tk2dSprite>();
			sprite.SetSprite(spriteCollectionInstance, "button_up");

			go = new GameObject("sprite4");
			go.transform.parent = spriteInstance.transform;
			go.transform.localPosition = new Vector3(1, -1, 0);
			sprite = go.AddComponent<tk2dSprite>();
			sprite.SetSprite(spriteCollectionInstance, "Rock");
		}
	}
开发者ID:Ahere,项目名称:UnityIsometric,代码行数:31,代码来源:tk2dDemoRuntimeSpriteController.cs


示例3: DoPickSprite

 public static void DoPickSprite(tk2dSpriteCollectionData spriteCollection, int spriteId, string title, tk2dSpriteGuiUtility.SpriteChangedCallback callback, object callbackData)
 {
     tk2dSpritePickerPopup popup = EditorWindow.GetWindow(typeof(tk2dSpritePickerPopup), true, title, true) as tk2dSpritePickerPopup;
     popup.InitForSpriteInCollection(spriteCollection, spriteId);
     popup.callback = callback;
     popup.callbackData = callbackData;
 }
开发者ID:jpann,项目名称:MissileDefense,代码行数:7,代码来源:tk2dSpritePickerPopup.cs


示例4: TransientData

		public TransientData( tk2dSpriteCollectionData data ) {
			name = data.spriteCollectionName;
			dataWeakRef = new System.WeakReference(data);
			if (data.needMaterialInstance) {
				createdMaterials = data.materialInsts;
				createdTextures = data.textureInsts;
			}
		}
开发者ID:dfos1,项目名称:Gladiator-Arena,代码行数:8,代码来源:tk2dEditorSpriteDataUnloader.cs


示例5: DoDemoRuntimeSpriteCollection

	void DoDemoRuntimeSpriteCollection(tk2dSpriteCollectionSize spriteCollectionSize) {
		if (GUILayout.Button("Use Full Texture")) {
			DestroyData();

			// Create a sprite, using the entire texture as the sprite
			Rect region = new Rect(0, 0, runtimeTexture.width, runtimeTexture.height);
			Vector2 anchor = new Vector2(region.width / 2, region.height / 2);
			GameObject go = tk2dSprite.CreateFromTexture(runtimeTexture, spriteCollectionSize, region, anchor);
			spriteInstance = go.GetComponent<tk2dSprite>();
			spriteCollectionInstance = spriteInstance.Collection;
		}

		if (GUILayout.Button("Extract Region)")) {
			DestroyData();

			// Create a sprite, using a region of the texture as the sprite
			Rect region = new Rect(79, 243, 215, 200);
			Vector2 anchor = new Vector2(region.width / 2, region.height / 2);
			GameObject go = tk2dSprite.CreateFromTexture(runtimeTexture, spriteCollectionSize, region, anchor);
			spriteInstance = go.GetComponent<tk2dSprite>();
			spriteCollectionInstance = spriteInstance.Collection;
		}

		if (GUILayout.Button("Extract multiple Sprites")) {
			DestroyData();

			string[] names = new string[] {
				"Extracted region",
				"Another region",
				"Full sprite",
			};
			Rect[] regions = new Rect[] {
				new Rect(79, 243, 215, 200), 
				new Rect(256, 0, 64, 64),
				new Rect(0, 0, runtimeTexture.width, runtimeTexture.height)
			};
			Vector2[] anchors = new Vector2[] {
				new Vector2(regions[0].width / 2, regions[0].height / 2),
				new Vector2(0, regions[1].height),
				new Vector2(0, regions[1].height)
			};

			// Create a sprite collection with multiple sprites, using regions of the texture
			spriteCollectionInstance = tk2dSpriteCollectionData.CreateFromTexture(runtimeTexture, spriteCollectionSize, names, regions, anchors);
			GameObject go = new GameObject("sprite");
			go.transform.localPosition = new Vector3(-1, 0, 0);
			spriteInstance = go.AddComponent<tk2dSprite>();
			spriteInstance.SetSprite(spriteCollectionInstance, 0);

			go = new GameObject("sprite2");
			go.transform.parent = spriteInstance.transform;
			go.transform.localPosition = new Vector3(2, 0, 0);
			tk2dSprite sprite = go.AddComponent<tk2dSprite>();
			sprite.SetSprite(spriteCollectionInstance, "Another region");
		}		
	}
开发者ID:Ahere,项目名称:UnityIsometric,代码行数:56,代码来源:tk2dDemoRuntimeSpriteController.cs


示例6: GetValidSpriteId

 public static int GetValidSpriteId(tk2dSpriteCollectionData spriteCollection, int spriteId)
 {
     if (! (spriteId > 0 && spriteId < spriteCollection.spriteDefinitions.Length &&
         spriteCollection.spriteDefinitions[spriteId].Valid) )
     {
         spriteId = spriteCollection.FirstValidDefinitionIndex;
         if (spriteId == -1) spriteId = 0;
     }
     return spriteId;
 }
开发者ID:Collegiennes,项目名称:Malisse,代码行数:10,代码来源:tk2dSpriteGuiUtility.cs


示例7: Processtk2dSpriteCollection

 static void Processtk2dSpriteCollection(tk2dSpriteCollectionData spriteCollectionData)
 {
     if (spriteCollectionData != null)
     {
         BuildSpriteCollection(spriteCollectionData);
     }
     else
     {
         Logger.LogWarning("空的SpriteCollectionData在SpriteCollection");
     }
 }
开发者ID:s3chugo,项目名称:KEngine,代码行数:11,代码来源:CDepBuild_tk2dToolkit.cs


示例8: GetThumbnailTexture

    public static Texture2D GetThumbnailTexture(tk2dSpriteCollectionData gen, int spriteId)
    {
        gen = gen.inst;

        // If we already have a cached texture which matches the requirements, use that
        foreach (var thumb in thumbnailCache)
        {
            if (thumb.cachedTexture	!= null && thumb.cachedSpriteCollection	== gen && thumb.cachedSpriteId == spriteId)
                return thumb.cachedTexture;
        }

        // Generate a texture
        var param = gen.spriteDefinitions[spriteId];
        if (param.sourceTextureGUID == null || param.sourceTextureGUID.Length != 0)
        {
            string assetPath = AssetDatabase.GUIDToAssetPath(param.sourceTextureGUID);
            if (assetPath.Length > 0)
            {
                Texture2D tex = AssetDatabase.LoadAssetAtPath(assetPath, typeof(Texture2D)) as Texture2D;
                if (tex != null)
                {
                    SpriteThumbnailCache thumbnail = new SpriteThumbnailCache();

                    if (param.extractRegion)
                    {
                        Texture2D localTex = new Texture2D(param.regionW, param.regionH);
                        for (int y = 0; y < param.regionH; ++y)
                        {
                            for (int x = 0; x < param.regionW; ++x)
                            {
                                localTex.SetPixel(x, y, tex.GetPixel(param.regionX + x, param.regionY + y));
                            }
                        }
                        localTex.Apply();
                        thumbnail.cachedTexture = localTex;
                        thumbnail.needDestroy = true;
                    }
                    else
                    {
                        thumbnail.cachedTexture = tex;
                    }

                    // Prime cache for next time
                    thumbnail.cachedSpriteCollection = gen;
                    thumbnail.cachedSpriteId = spriteId;
                    thumbnailCache.Add(thumbnail);

                    return thumbnail.cachedTexture;
                }
            }
        }

        return null;
    }
开发者ID:hyf042,项目名称:BakeryGirl-chess,代码行数:54,代码来源:tk2dSpriteThumbnailCache.cs


示例9: SpriteChangedCallbackImpl

		// Sprite changed callback
		// Create an instance - only ever use the instance through the property
		void SpriteChangedCallbackImpl(tk2dSpriteCollectionData spriteCollection, int spriteId, object data) {
			FrameGroup fg = data as FrameGroup;
			// Ensure the user hasn't switched sprite collection
			if (fg != null && frameGroups.IndexOf(fg) != -1) {
				fg.spriteCollection = spriteCollection;
				fg.spriteId = spriteId;
				foreach (tk2dSpriteAnimationFrame frame in fg.frames) {
					frame.spriteCollection = spriteCollection;
					frame.spriteId = spriteId;
				}
				RecalculateFrames();
				Repaint();
			}
		}
开发者ID:Eddikos,项目名称:public-access-1,代码行数:16,代码来源:tk2dSpriteAnimationClipEditor.cs


示例10: GetSpriteCollectionId

	int GetSpriteCollectionId(tk2dSpriteCollectionData data)
	{
		if (indexLookup.ContainsKey(data))
			return indexLookup[data];
		
		var guid = AssetDatabase.AssetPathToGUID(AssetDatabase.GetAssetPath(data));	
		for (int i = 0; i < spriteCollectionIndex.Length; ++i)
		{
			if (spriteCollectionIndex[i].spriteCollectionDataGUID == guid)
			{
				indexLookup[data] = i;
				return i;
			}
		}
		return 0; // default
	}
开发者ID:stevesolomon,项目名称:MicroDungeonPrototype,代码行数:16,代码来源:tk2dSpriteAnimationEditor.cs


示例11: AddSpriteCollectionData

    public void AddSpriteCollectionData(tk2dSpriteCollectionData sc)
    {
        #if UNITY_EDITOR
        // prune list
        GetSpriteCollectionIndex();
        spriteCollectionIndex.RemoveAll(item => item == null);
        string guid = AssetDatabase.AssetPathToGUID(AssetDatabase.GetAssetPath(sc));

        bool existing = false;
        tk2dSpriteCollectionIndex indexEntry = null;
        foreach (var v in spriteCollectionIndex)
        {
            if (v.spriteCollectionDataGUID == guid)
            {
                indexEntry = v;
                existing = true;
                break;
            }
        }
        if (indexEntry == null)
            indexEntry = new tk2dSpriteCollectionIndex();

        indexEntry.name = sc.spriteCollectionName;
        indexEntry.spriteCollectionDataGUID = guid;
        indexEntry.spriteCollectionGUID = sc.spriteCollectionGUID;
        indexEntry.spriteNames = new string[sc.spriteDefinitions.Length];
        indexEntry.spriteTextureGUIDs = new string[sc.spriteDefinitions.Length];
        indexEntry.version = sc.version;
        for (int i = 0; i < sc.spriteDefinitions.Length; ++i)
        {
            var s = sc.spriteDefinitions[i];
            if (s != null)
            {
                indexEntry.spriteNames[i] = sc.spriteDefinitions[i].name;
                indexEntry.spriteTextureGUIDs[i] = sc.spriteDefinitions[i].sourceTextureGUID;
            }
            else
            {
                indexEntry.spriteNames[i] = "";
                indexEntry.spriteTextureGUIDs[i] = "";
            }
        }

        if (!existing)
            spriteCollectionIndex.Add(indexEntry);
        #endif
    }
开发者ID:nbolabs,项目名称:StreetNinja,代码行数:47,代码来源:tk2dIndex.cs


示例12: GetNamedSpriteInNewCollection

	static int GetNamedSpriteInNewCollection(tk2dSpriteCollectionData spriteCollection, int spriteId, tk2dSpriteCollectionData newCollection) {
		int newSpriteId = spriteId;
		string oldSpriteName = (spriteCollection == null || spriteCollection.inst == null) ? "" : spriteCollection.inst.spriteDefinitions[spriteId].name;
		int distance = -1;
		for (int i = 0; i < newCollection.inst.spriteDefinitions.Length; ++i) {
			if (newCollection.inst.spriteDefinitions[i].Valid) {
				string newSpriteName = newCollection.inst.spriteDefinitions[i].name;

				int tmpDistance = (newSpriteName == oldSpriteName) ? 0 :
								  Mathf.Abs ( (oldSpriteName.ToLower()).CompareTo(newSpriteName.ToLower ()));

				if (distance == -1 || tmpDistance < distance) {
					distance = tmpDistance;
					newSpriteId = i;
				}
			}
		}
		return newSpriteId;
	}
开发者ID:Eddikos,项目名称:public-access-1,代码行数:19,代码来源:tk2dSpriteGuiUtility.cs


示例13: DoDemoTexturePacker

 private void DoDemoTexturePacker(tk2dSpriteCollectionSize spriteCollectionSize)
 {
     if (GUILayout.Button("Import", new GUILayoutOption[0]))
     {
         this.DestroyData();
         this.spriteCollectionInstance = tk2dSpriteCollectionData.CreateFromTexturePacker(spriteCollectionSize, this.texturePackerExportFile.text, this.texturePackerTexture);
         GameObject obj2 = new GameObject("sprite");
         obj2.transform.localPosition = new Vector3(-1f, 0f, 0f);
         this.spriteInstance = obj2.AddComponent<tk2dSprite>();
         this.spriteInstance.SetSprite(this.spriteCollectionInstance, "sun");
         obj2 = new GameObject("sprite2");
         obj2.transform.parent = this.spriteInstance.transform;
         obj2.transform.localPosition = new Vector3(2f, 0f, 0f);
         obj2.AddComponent<tk2dSprite>().SetSprite(this.spriteCollectionInstance, "2dtoolkit_logo");
         obj2 = new GameObject("sprite3");
         obj2.transform.parent = this.spriteInstance.transform;
         obj2.transform.localPosition = new Vector3(1f, 1f, 0f);
         obj2.AddComponent<tk2dSprite>().SetSprite(this.spriteCollectionInstance, "button_up");
         obj2 = new GameObject("sprite4");
         obj2.transform.parent = this.spriteInstance.transform;
         obj2.transform.localPosition = new Vector3(1f, -1f, 0f);
         obj2.AddComponent<tk2dSprite>().SetSprite(this.spriteCollectionInstance, "Rock");
     }
 }
开发者ID:Lessica,项目名称:Something-of-SHIPWAR-GAMES,代码行数:24,代码来源:tk2dDemoRuntimeSpriteController.cs


示例14: UsesSpriteCollection

	// tk2dRuntime.ISpriteCollectionEditor
	public bool UsesSpriteCollection(tk2dSpriteCollectionData spriteCollection)
	{
		if (data.font != null && data.font.spriteCollection != null)
			return data.font.spriteCollection == spriteCollection;
		
		// No easy way to identify this at this stage
		return true;
	}
开发者ID:dfos1,项目名称:Gladiator-Arena,代码行数:9,代码来源:tk2dTextMesh.cs


示例15: UsesSpriteCollection

 // tk2dRuntime.ISpriteCollectionEditor
 public bool UsesSpriteCollection(tk2dSpriteCollectionData spriteCollection)
 {
     // No easy way to identify this at this stage
     return true;
 }
开发者ID:stubuchbinder,项目名称:weave,代码行数:6,代码来源:tk2dTextMesh.cs


示例16: UsesSpriteCollection

	public bool UsesSpriteCollection(tk2dSpriteCollectionData spriteCollection)
	{
		return this.spriteCollection == spriteCollection;	
	}
开发者ID:GlitchRevolution,项目名称:desolation-2014,代码行数:4,代码来源:tk2dStaticSpriteBatcher.cs


示例17: AttachPointSpriteHandler

		void AttachPointSpriteHandler(tk2dSpriteCollectionData newSpriteCollection, int newSpriteId, object callbackData) {
			string attachPointName = (string)callbackData;
			tk2dSpriteCollection.AttachPointTestSprite proxy = null;
			if (SpriteCollection.attachPointTestSprites.TryGetValue(attachPointName, out proxy)) {
				proxy.spriteCollection = newSpriteCollection;
				proxy.spriteId = newSpriteId;
				HandleUtility.Repaint();
			}
		}
开发者ID:pan4,项目名称:NewTD,代码行数:9,代码来源:tk2dSpriteCollectionEditorTextureView.cs


示例18: SpriteChangedCallbackImpl

 // Callback and delegate
 void SpriteChangedCallbackImpl(tk2dSpriteCollectionData spriteCollection, int spriteId, object data)
 {
     tk2dBaseSprite s = target as tk2dBaseSprite;
     if (s != null)
     {
         s.SwitchCollectionAndSprite(spriteCollection, spriteId);
         s.EditMode__CreateCollider();
         EditorUtility.SetDirty(target);
     }
 }
开发者ID:jpann,项目名称:MissileDefense,代码行数:11,代码来源:tk2dSpriteEditor.cs


示例19: AddComponent

	/// <summary>
	/// Adds a tk2dSprite as a component to the gameObject passed in, setting up necessary parameters and building geometry.
	/// Convenience alias of tk2dBaseSprite.AddComponent<tk2dSprite>(...).
	/// </summary>
	public static tk2dSprite AddComponent(GameObject go, tk2dSpriteCollectionData spriteCollection, string spriteName)
	{
		return tk2dBaseSprite.AddComponent<tk2dSprite>(go, spriteCollection, spriteName);
	}
开发者ID:GlitchRevolution,项目名称:desolation-2014,代码行数:8,代码来源:tk2dSprite.cs


示例20: BuildSpriteCollection

    // Prefab build, 单次build缓存
    public static string BuildSpriteCollection(tk2dSpriteCollectionData data)
    {
        if (data == null)
        {
            Log.Error("[BuildSpriteColleccion]Null SpriteCol Data!!!");
            return "";
        }
        GameObject spriteColPrefab = PrefabUtility.FindPrefabRoot(data.gameObject) as GameObject;
        Log.Assert(spriteColPrefab);

        string path = AssetDatabase.GetAssetPath(spriteColPrefab);  // prefab只用来获取路径,不打包不挖空
        if (string.IsNullOrEmpty(path))
        {
            Log.Info("Null Sprite Collection {0}", path);
            return "";   // !!! SpriteCollection可能动态生成的,不打包它
        }
        bool needBuild = BuildTools.CheckNeedBuild(path);
        if (needBuild)
            BuildTools.MarkBuildVersion(path);

        path = __GetPrefabBuildPath(path);

        GameObject copySpriteColObj = GameObject.Instantiate(spriteColPrefab) as GameObject;
        tk2dSpriteCollectionData spriteColData = copySpriteColObj.GetComponent<tk2dSpriteCollectionData>();

        foreach (Material mat in spriteColData.materials) // many materials
        {
            string matPath = BuildDepMaterial(mat, GameDef.PictureScale);
            if (!string.IsNullOrEmpty(matPath))  // 材质可能动态创建的,无需打包
                //CResourceDependencies.Create(spriteColData, CResourceDependencyType.SPRITE_COLLECTION, matPath);
                KAssetDep.Create<CTk2dSpriteCollectionDep>(spriteColData, matPath);
        }

        spriteColData.materials = new Material[0]; // 挖空spriteCollections
        spriteColData.textures = new Texture[0];
        foreach (var def in spriteColData.spriteDefinitions)
        {
            def.material = null;
            // 进行缩放!
            //if (def.positions != null)
            //{
            //    // position!  size!
            //    for (var ip = 0; ip < def.positions.Length; ip++)
            //    {
            //        def.positions[ip] = def.positions[ip] / GameDef.PictureScale;
            //    }
            //    for (var ip = 0; ip < def.untrimmedBoundsData.Length; ip++)
            //    {
            //        def.untrimmedBoundsData[ip] = def.untrimmedBoundsData[ip] / GameDef.PictureScale;
            //    }
            //    for (var ip = 0; ip < def.boundsData.Length; ip++)
            //    {
            //        def.boundsData[ip] = def.boundsData[ip] / GameDef.PictureScale;
            //    }
            //}
        }

        var result = DoBuildAssetBundle(DepBuildToFolder + "/Col_" + path, copySpriteColObj, needBuild);  // Build主对象, 被挖空Material了的

        GameObject.DestroyImmediate(copySpriteColObj);

        return result.Path;
    }
开发者ID:mr-kelly,项目名称:KEngine,代码行数:64,代码来源:CDepBuild_tk2dToolkit.cs



注:本文中的tk2dSpriteCollectionData类示例整理自Github/MSDocs等源码及文档管理平台,相关代码片段筛选自各路编程大神贡献的开源项目,源码版权归原作者所有,传播和使用请参考对应项目的License;未经允许,请勿转载。


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C# tk2dSpriteCollectionDefinition类代码示例发布时间:2022-05-24
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