Exemple #1
0
    /// <summary>
    /// 播放动画
    /// </summary>
    /// <param name="animName">Animation name.</param>
    /// <param name="loop">If set to <c>true</c> loop.</param>
    public override void playAnim(string animName, bool loop = false)
    {
        base.playAnim(animName, loop);
        SpritePlayer sprite = getPlayerSprite();

        sprite.playAnim(animName, loop);
    }
Exemple #2
0
    /// <summary>
    /// 停止一个循环动画,不考虑序号
    /// </summary>
    /// <param name="animName">Animation name.</param>
    public override void stopLoopAnim(string animName)
    {
        base.stopLoopAnim(animName);
        SpritePlayer sprite = getPlayerSprite();

        sprite.stopLoopAnim(animName);
    }
Exemple #3
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 void create_player()
 {
     destroy_player();
     _player            = gameObject.AddComponent <SpritePlayer>();
     _player.lwfName    = _lwfName;
     _player.renderType = _renderType;
 }
Exemple #4
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    public override void OnInspectorGUI()
    {
        SpritePlayer spritePlayer = (SpritePlayer)target;

        if (!Application.isPlaying)
        {
            numLength = EditorGUILayout.IntField("序列中数字长度:", numLength);

            if (GUILayout.Button("顺序排序Sprite", GUILayout.MaxWidth(100), GUILayout.Height(30)))
            {
                spritePlayer.OrderSprite(numLength);
            }
        }



        SerializedObject   argsSerializedObject = new SerializedObject(target);
        SerializedProperty sp = argsSerializedObject.GetIterator();

        Undo.RecordObject(target, "SpritePlayer");
        EditorUtility.SetDirty(target);

        //第一步必须加这个
        sp.NextVisible(true);
        EditorGUILayout.PropertyField(sp, true);


        sp.NextVisible(false);
//      EditorGUILayout.PropertyField(sp, true);

        sp.NextVisible(false);
        EditorGUILayout.PropertyField(sp, true);

        sp.NextVisible(false);
        EditorGUILayout.PropertyField(sp, true);

        sp.NextVisible(false);
//      EditorGUILayout.PropertyField(sp, true);

        sp.NextVisible(false);
        EditorGUILayout.PropertyField(sp, true);

        sp.NextVisible(false);
//        EditorGUILayout.PropertyField(sp, true);

        sp.NextVisible(false);
        sp.NextVisible(false);
        sp.NextVisible(false);
        sp.NextVisible(false);
        sp.NextVisible(false);
        sp.NextVisible(false);
        sp.NextVisible(false);

        while (sp.NextVisible(false))
        {
            EditorGUILayout.PropertyField(sp, true);
        }

        argsSerializedObject.ApplyModifiedProperties();
    }
Exemple #5
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    public override void OnLobbyServerSceneLoadedForPlayer(NetworkManager networkManager, GameObject lobbyPlayer, GameObject gamePlayer)
    {
        LobbyPlayer  _lobbyPlayer = lobbyPlayer.GetComponent <LobbyPlayer>();
        SpritePlayer localPlayer  = gamePlayer.GetComponent <SpritePlayer>();

        localPlayer.playerName  = _lobbyPlayer.playerName;
        localPlayer.playerColor = _lobbyPlayer.playerColor;
    }
Exemple #6
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        public void Update()
        {
            TTL--;
            Position += Velocity;
            Angle    += AngularVelocity;

            SpritePlayer.PlayAnimation(Sprite);
        }
Exemple #7
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        public void Draw()
        {
            SpritePlayer.PlayAnimation(Sprite);

            if (TTL > 0)
            {
                SpritePlayer.Draw(Position, Angle, SpriteEffect);
            }
        }
Exemple #8
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    /// <summary>
    /// 读档初始化精灵
    /// </summary>
    public void loadInitSprite()
    {
        SpritePlayer sprite = getPlayerSprite();

        // 恢复循环动画
        foreach (string animName in this.loopAnimNames)
        {
            sprite.playAnim(animName, true);
        }
    }
Exemple #9
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            void destroy_player()
            {
                if (hasPlayer)
                {
#if UNITY_EDITOR
                    DestroyImmediate(_player);
#else
                    Destroy(_player);
#endif
                }
                _player = null;
            }
Exemple #10
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    public void ChangeSpritePlayer(SpritePlayer sp)
    {
//		spritePlayer = sp;
    }
Exemple #11
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 public Player()
 {
     SpritePlayer = new SpritePlayer(LoadSprite(), "idle");
     _emoteQueue  = new Queue <Emote>();
 }
Exemple #12
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 SpritePlayer find_player()
 {
     _player = GetComponent <SpritePlayer>();
     return(_player);
 }
Exemple #13
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 public static SpritePlayer getInstance()
 {
     if(spriteP == null)
         spriteP = (SpritePlayer)FindObjectOfType(typeof(SpritePlayer));
     return spriteP;
 }