IEnumerator LoadAnimation() { Sprite[] sprites = assetPacker.GetSprites("walking"); int j = 0; while (j < sprites.Length) { anim.sprite = sprites[j++]; yield return(new WaitForSeconds(0.1f)); if (j == sprites.Length) { j = 0; } } }
void OnTexturePackingComplete() { // Transfer sprites over to skin to hold Dictionary <string, Sprite[]> packedSprites = new Dictionary <string, Sprite[]>(); foreach (var imageInfo in imagesToPack) { Sprite[] sprites = assetPacker.GetSprites(imageInfo.Key); if (sprites.Length > 0) { // Asset packer returns sprites via prefix. GHL specific assets have a "_ghl" suffix. Will cause ghl assets to get mixed with normal ones. Need to fix. { const string GHL_ID = "_ghl"; if (!imageInfo.Key.Contains(GHL_ID)) { List <Sprite> spriteList = new List <Sprite>(); spriteList.AddRange(sprites); for (int i = spriteList.Count - 1; i >= 0; --i) { if (spriteList[i].name.Contains(GHL_ID)) { spriteList.RemoveAt(i); } } sprites = spriteList.ToArray(); } } packedSprites.Add(imageInfo.Key, sprites); } } progressText.text = "Loading Complete!"; StartCoroutine(LoadEditor(packedSprites)); }