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π§© SpriteRenderer
The SpriteRenderer component is responsible for drawing 2D images (sprites) in the scene. It serves as the link between a GameObject's transform (position, rotation, scale) and the visual representation displayed on screen.
A SpriteRenderer manages one or more textures, allows dynamically switching between them, and controls rendering details such as smoothing. It is typically used for any game entity that requires a visual appearance.
All transformations applied to the GameObject (movement, scaling, rotation) are automatically propagated to the sprite, ensuring that the rendered image always matches the logical state of the object in the game world.
SpriteRenderer()Creates a new SpriteRenderer instance. Initializes the internal sprite and allocates cardinal point references (top-left, top-right, bottom-left, bottom-right).
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Vector2 originOffset: Offset applied to the spriteβs origin, relative to its center.
void AddTexture(String file, String name)Loads a texture from disk and registers it with a unique name.
Parameters:
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file: Path to the texture file. -
name: Identifier to reference the texture later.
Notes: If the name already exists, the method logs a warning and ignores the request.
void SetTexture(String name)Sets the current sprite texture by name.
Parameters:
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name: The identifier of a previously added texture.
Notes: Logs a warning if the texture name does not exist.
void SetAlpha(int alpha)Changes the transparency of the sprite by setting its alpha channel.
int GetAlpha()Returns the current alpha value (transparency) of the sprite.
void RemoveTexture(String name)Removes a texture from the component by its name.
Parameters:
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name: The identifier of the texture to remove.
Notes: If the texture does not exist, a warning is logged.
void SetTextureSmooth(String name, bool flag = true)Enables or disables smoothing for a specific texture.
Parameters:
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name: The identifier of the texture to modify. -
flag: true to enable smoothing, false to disable.
Notes: Logs a warning if the texture does not exist.
Vector2 GetLocalCenter()Returns the local center of the sprite (relative to its own coordinate space).
Vector2 GetGlobalCenter()Returns the global center of the sprite (taking into account the world transform).
Dictionary<String, Vector2Ptr> GetCardinals()Returns a dictionary with references to the spriteβs four cardinal points:
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top-left -
top-right -
bottom-left -
bottom-right
These points are updated automatically each frame based on the spriteβs transform and size.