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BMSymbol.cs
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using System;
using UnityEngine;
[Serializable]
public class BMSymbol
{
public string sequence;
public string spriteName;
private UISpriteData mSprite;
private bool mIsValid;
private int mLength;
private int mOffsetX;
private int mOffsetY;
private int mWidth;
private int mHeight;
private int mAdvance;
private Rect mUV;
public int length
{
get
{
if (mLength == 0)
{
mLength = sequence.Length;
}
return mLength;
}
}
public int offsetX => mOffsetX;
public int offsetY => mOffsetY;
public int width => mWidth;
public int height => mHeight;
public int advance => mAdvance;
public Rect uvRect => mUV;
public void MarkAsChanged()
{
mIsValid = false;
}
public bool Validate(UIAtlas atlas)
{
if (atlas == null)
{
return false;
}
if (!mIsValid)
{
if (string.IsNullOrEmpty(spriteName))
{
return false;
}
mSprite = ((!(atlas != null)) ? null : atlas.GetSprite(spriteName));
if (mSprite != null)
{
Texture texture = atlas.texture;
if (texture == null)
{
mSprite = null;
}
else
{
mUV = new Rect((float)mSprite.x, (float)mSprite.y, (float)mSprite.width, (float)mSprite.height);
mUV = NGUIMath.ConvertToTexCoords(mUV, texture.width, texture.height);
mOffsetX = mSprite.paddingLeft;
mOffsetY = mSprite.paddingTop;
mWidth = mSprite.width;
mHeight = mSprite.height;
mAdvance = mSprite.width + (mSprite.paddingLeft + mSprite.paddingRight);
mIsValid = true;
}
}
}
return mSprite != null;
}
}