2D Toolkit Forum
2D Toolkit => Support => Topic started by: unfilet on November 22, 2013, 01:23:04 pm
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How get a anchorPoint of sprite? It's possible?
it is very necessary for get position of corners sprite.
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public static float NodeWidth(tk2dBaseSprite sprite)
{
return sprite.GetUntrimmedBounds().size.x;
}
public static float NodeHeight(tk2dBaseSprite sprite)
{
return sprite.GetUntrimmedBounds().size.y;
}
public static float NodeX(tk2dBaseSprite sprite)
{
return NodeLocalX(sprite) + sprite.GetUntrimmedBounds().min.x;
}
public static float NodeY(tk2dBaseSprite sprite)
{
return NodeLocalY(sprite) + sprite.GetUntrimmedBounds().min.y;
}
public static float NodeRightX(tk2dBaseSprite sprite)
{
return NodeLocalX(sprite) + sprite.GetUntrimmedBounds().max.x;;
}
public static float NodeUpperY(tk2dBaseSprite sprite)
{
return NodeLocalY(sprite) + sprite.GetUntrimmedBounds().max.y;;
}
public static float NodeLocalX(tk2dBaseSprite sprite)
{
return sprite.transform.localPosition.x;
}
public static float NodeLocalY(tk2dBaseSprite sprite)
{
return sprite.transform.localPosition.y;
}
public static Vector2 NodeAnchorPoint(tk2dSprite sprite)
{
Bounds bn = sprite.GetUntrimmedBounds();
return new Vector2(Mathf.Abs(bn.min.x / bn.size.x), Mathf.Abs(bn.min.y / bn.size.y));
}
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Yup, the correct way to do it is with UntrimmedBounds / GetBounds.