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1   /*
2    * To change this template, choose Tools | Templates
3    * and open the template in the editor.
4    */
5   
6   package cz.cuni.amis.pogamut.udk.t3dgenerator.elements.map;
7   
8   import cz.cuni.amis.pogamut.unreal.t3dgenerator.datatypes.StaticReference;
9   import cz.cuni.amis.pogamut.unreal.t3dgenerator.datatypes.UnrealReference;
10  
11  /**
12   * A sprite component of an object. This object is seen only in the
13   * editor, but it is important to generate it, otherwise, the generated map
14   * would be hard to modify in the editor.
15   * @author Martin Cerny
16   */
17  public class SpriteComponent extends AbstractPrimitiveComponent {
18  
19      private UnrealReference sprite;
20  
21      private String spriteCategoryName;
22  
23      public SpriteComponent(String archetypeName, String spriteName, String spriteCategoryName) {
24          this(archetypeName, spriteName, spriteCategoryName, "Sprite");
25      }
26  
27      public SpriteComponent(String archetypeName, String spriteName, String spriteCategoryName, String componentName) {
28          super(componentName, archetypeName, "SpriteComponent");
29          setSpriteName(spriteName);
30          this.spriteCategoryName = spriteCategoryName;
31          setHiddenGame(true);
32          setAlwaysLoadOnClient(Boolean.FALSE);
33          setAlwaysLoadOnServer(Boolean.FALSE);
34      }
35  
36      public UnrealReference getSprite() {
37          return sprite;
38      }
39  
40      public String getSpriteCategoryName() {
41          return spriteCategoryName;
42      }
43  
44      public void setSprite(UnrealReference sprite) {
45          this.sprite = sprite;
46      }
47  
48      public void setSpriteCategoryName(String spriteCategoryName) {
49          this.spriteCategoryName = spriteCategoryName;
50      }
51  
52  
53      public final void setSpriteName(String spriteName){
54          setSprite(new StaticReference("Texture2D", spriteName));
55      }
56      
57  }