/// <summary> /// Loads the Loop Animations Preset that is set to load at runtime and performs the inital setup of the loop animations. /// </summary> /// <param name="forced"></param> void InitLoopAnimations(bool forced = false) { if (loopAnimationsArePlaying) { return; } if (loadLoopAnimationsPresetAtRuntime) { Loop presetLoop = UIAnimatorUtil.GetLoop(loopAnimationsPresetCategoryName, loopAnimationsPresetName); if (presetLoop != null) { loopAnimations = presetLoop.Copy(); } } if (loopAnimations == null || !loopAnimations.Enabled) { return; } ResetRectTransform(); UIAnimator.SetupLoops(RectTransform, startPosition, startRotation, startScale, startAlpha, loopAnimations, null, null, null, null, null, null, null, null, LOOP_ANIMATIONS_ID, true, forced); if (loopAnimations.autoStart) { loopAnimationsArePlaying = true; } }
/// <summary> /// Loads the Loop Animations Preset that is set to load at runtime and performs the inital setup of the loop animations. /// </summary> /// <param name="forced"></param> void InitLoopAnimations(bool forced = false) { if (loopAnimationsArePlaying) { return; } if (loadLoopAnimationsPresetAtRuntime) { Loop presetLoop = UIAnimatorUtil.GetLoop(loopAnimationsPresetCategoryName, loopAnimationsPresetName); if (presetLoop != null) { bool autoStart = loopAnimations.autoStart; //save the autoStart setting from the inspector (the value set by the developer) loopAnimations = presetLoop.Copy(); //load the preset settings loopAnimations.autoStart = autoStart; //override the autoStart setting (that the preset came with) so that autoStart is set to the value the developer set it to } } if (loopAnimations == null || !loopAnimations.Enabled) { return; } ResetRectTransform(); UIAnimator.SetupLoops(RectTransform, startPosition, startRotation, startScale, startAlpha, loopAnimations, null, null, null, null, null, null, null, null, LOOP_ANIMATIONS_ID, true, forced); if (loopAnimations.autoStart) { PlayLoopAnimations(); } }