// Removes the specified sprite from the animation list, // thereby not receiving animation updates. // s: A reference to the sprite to be removed. public static void Remove(ISpriteAnimatable s) { if (head == s) { head = (ISpriteAnimatable)s.next; // See if we need to stop the pump: if (head == null) { StopAnimationPump(); } } else { if (s.next != null) { // Connect either side: s.prev.next = s.next; s.next.prev = s.prev; } else if (s.prev != null) { // Removing the last item: s.prev.next = null; } } s.next = null; s.prev = null; }
public void OnDestroy() { head = null; cur = null; next = null; instance = null; }
void Update() { if (!pumpIsRunning) { return; // Abort } // Check for pause: if ((!isPaused && Time.timeScale == 0) || (isPaused && Time.timeScale != 0)) { instance.OnApplicationPause(Time.timeScale == 0); } #if !USE_DELTA_TIME time = Time.realtimeSinceStartup; elapsed = (time - startTime) * _timeScale; startTime = time; #endif cur = head; while (cur != null) { next = (ISpriteAnimatable)cur.next; #if !USE_DELTA_TIME cur.StepAnim(elapsed); #else cur.StepAnim(Time.deltaTime); #endif cur = next; } }
/* * void Update() * { * if(!pumpIsRunning) * return; // Abort * * cur = head; * * while(cur != null) * { * cur.StepAnim(Time.deltaTime); * cur = cur.next; * } * } */ // The coroutine that drives animation: protected static IEnumerator AnimationPump() { #if !USE_DELTA_TIME startTime = Time.realtimeSinceStartup; #else startTime = Time.time; #endif float elapsed; ISpriteAnimatable next; pumpIsDone = false; while (pumpIsRunning) { // Check for pause: if ((!isPaused && Time.timeScale == 0) || (isPaused && Time.timeScale != 0)) { instance.OnApplicationPause(Time.timeScale == 0); } #if !PUMP_EVERY_FRAME yield return(new WaitForSeconds(animationPumpInterval)); #else yield return(null); #endif #if USE_DELTA_TIME time = Time.time; elapsed = time - startTime; startTime = time; #else time = Time.realtimeSinceStartup; elapsed = time - startTime; startTime = time; #endif // Start at the beginning: cur = head; while (cur != null) { next = (ISpriteAnimatable)cur.next; cur.StepAnim(elapsed); cur = next; } } pumpIsDone = true; }
// Adds the specified sprite to the animation list. // s: A reference to the sprite to be animated. public static void Add(ISpriteAnimatable s) { if (head != null) { s.next = head; head.prev = s; head = s; } else { head = s; // We've got our first item, so // we need to start the pump: Instance.StartAnimationPump(); } }
public void SetupSelection() { bool somethingChanged = false; // See if something changed: if (sprite != null) { if (sprite.gameObject != Selection.activeGameObject) somethingChanged = true; else if (sprite.States.Length != animList.Length) somethingChanged = true; else if (sprite.States.Length < 1) somethingChanged = true; else if (selectedAnim >= sprite.States.Length || selectedAnim < 0) somethingChanged = true; else if (sprite.States[selectedAnim].frameGUIDs.Length != frames.Count) somethingChanged = true; } else somethingChanged = true; if (somethingChanged) { if (Selection.activeGameObject != null) { sprite = (ISpriteAnimatable)Selection.activeGameObject.GetComponent(typeof(ISpriteAnimatable)); selGO = Selection.activeGameObject; zoomCoef = 1f; } else { // If another GameObject wasn't selected, // don't change anything so we can drag // textures in, etc. // So only change if there is no activeObject // (as opposed to activeGameObject): if(Selection.activeObject == null) { selGO = null; sprite = null; } } // Select a safe value for our selected frame: if (sprite != null) { if (sprite.States.Length > 0) { selectedAnim = Mathf.Clamp(selectedAnim, 0, sprite.States.Length - 1); animSettingsTracker.Synch(sprite.States[selectedAnim]); } // Commented out because two different sprites with // the same number of frames in their selected anim // would cause the list not to be updated: //if (sprite.States.Length != animList.Length) BuildAnimList(); if (sprite.States.Length > 0) { selectedAnim = Mathf.Clamp(selectedAnim, 0, sprite.States.Length - 1); if (sprite.States[selectedAnim].frameGUIDs.Length != frames.Count) RebuildFrameList(); // Only change the selected frame if it is not valid: if (selectedFrame != null) if (selectedFrame.index >= sprite.States[selectedAnim].frameGUIDs.Length) { selectedFrame = null; } } else selectedFrame = null; } else { selectedFrame = null; } if (m_editor != null) m_editor.Repaint(); } }
// Removes the specified sprite from the animation list, // thereby not receiving animation updates. // s: A reference to the sprite to be removed. public static void Remove(ISpriteAnimatable s) { if(head == s) { head = (ISpriteAnimatable)s.next; // See if we need to stop the pump: if(head == null) { StopAnimationPump(); } } else { if(s.next != null) { // Connect either side: s.prev.next = s.next; s.next.prev = s.prev; } else if(s.prev != null) { // Removing the last item: s.prev.next = null; } } s.next = null; s.prev = null; }
// Adds the specified sprite to the animation list. // s: A reference to the sprite to be animated. public static void Add(ISpriteAnimatable s) { if(head != null) { s.next = head; head.prev = s; head = s; } else { head = s; // We've got our first item, so // we need to start the pump: Instance.StartAnimationPump(); } }
// The coroutine that drives animation: protected static IEnumerator AnimationPump() { #if !USE_DELTA_TIME startTime = Time.realtimeSinceStartup; #else startTime = Time.time; #endif pumpIsDone = false; while (pumpIsRunning) { // Check for pause: if ((!isPaused && Time.timeScale == 0) || (isPaused && Time.timeScale != 0)) instance.OnApplicationPause(Time.timeScale == 0); #if !PUMP_EVERY_FRAME yield return new WaitForSeconds(animationPumpInterval); #else yield return null; #endif #if USE_DELTA_TIME time = Time.time; elapsed = time - startTime; startTime = time; #else time = Time.realtimeSinceStartup; elapsed = (time - startTime) * _timeScale; startTime = time; #endif // Start at the beginning: cur = head; while( cur != null ) { next = (ISpriteAnimatable)cur.next; cur.StepAnim(elapsed); cur = next; } } pumpIsDone = true; }
void Update() { if(!pumpIsRunning) return; // Abort // Check for pause: if ((!isPaused && Time.timeScale == 0) || (isPaused && Time.timeScale != 0)) instance.OnApplicationPause(Time.timeScale == 0); #if !USE_DELTA_TIME time = Time.realtimeSinceStartup; elapsed = (time - startTime) * _timeScale; startTime = time; #endif cur = head; while (cur != null) { next = (ISpriteAnimatable)cur.next; #if !USE_DELTA_TIME cur.StepAnim(elapsed); #else cur.StepAnim(Time.deltaTime); #endif cur = next; } }
public void OnDestroy() { head = null; cur = null; next = null; instance = null; }
/* void Update() { if(!pumpIsRunning) return; // Abort cur = head; while(cur != null) { cur.StepAnim(Time.deltaTime); cur = cur.next; } } */ // The coroutine that drives animation: protected static IEnumerator AnimationPump() { float elapsed; ISpriteAnimatable next; pumpIsDone = false; while (pumpIsRunning) { #if !PUMP_EVERY_FRAME yield return new WaitForSeconds(animationPumpInterval); #else yield return null; #endif #if USE_DELTA_TIME elapsed = Time.deltaTime; #else time = Time.realtimeSinceStartup; elapsed = time - startTime; startTime = time; #endif // Start at the beginning: cur = head; while( cur != null ) { next = (ISpriteAnimatable)cur.next; cur.StepAnim(elapsed); cur = next; } } pumpIsDone = true; }