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GolfNorth

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  1. UnitySpriterAnimator.cs protected override void ApplySpriteTransform(Sprite sprite, SpriterObject info) { GameObject child = childData.Sprites[index]; GameObject pivot = childData.SpritePivots[index]; child.SetActive(true); pivot.SetActive(true); SpriteRenderer renderer = renderers[index]; float ppu = sprite.pixelsPerUnit; renderer.sprite = sprite; Vector3 size = sprite.bounds.size; float spritePivotX = sprite.pivot.x / ppu / size.x; float spritePivotY = sprite.pivot.y / ppu / size.y; float deltaX = (spritePivotX - info.PivotX) * size.x * info.ScaleX; float deltaY = (spritePivotY - info.PivotY) * size.y * info.ScaleY; renderer.color = new Color(1.0f, 1.0f, 1.0f, info.Alpha); pivot.transform.localEulerAngles = new Vector3(0, 0, info.Angle); pivot.transform.localPosition = new Vector3(info.X / ppu, info.Y / ppu, 0); child.transform.localPosition = new Vector3(deltaX, deltaY, child.transform.localPosition.z); child.transform.localScale = new Vector3(info.ScaleX, info.ScaleY, 1); ++index; } Why here need this line? renderer.color = new Color(1.0f, 1.0f, 1.0f, info.Alpha); This line resets the color of the component Sprite Renderer. But even if I delete this line, then when I swapping the image (just two eyes and adding 4 stars) seen such strangeness: Source: Bomber.scml
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