/// <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); }
/// <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); }
void create_player() { destroy_player(); _player = gameObject.AddComponent <SpritePlayer>(); _player.lwfName = _lwfName; _player.renderType = _renderType; }
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(); }
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; }
public void Update() { TTL--; Position += Velocity; Angle += AngularVelocity; SpritePlayer.PlayAnimation(Sprite); }
public void Draw() { SpritePlayer.PlayAnimation(Sprite); if (TTL > 0) { SpritePlayer.Draw(Position, Angle, SpriteEffect); } }
/// <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); } }
void destroy_player() { if (hasPlayer) { #if UNITY_EDITOR DestroyImmediate(_player); #else Destroy(_player); #endif } _player = null; }
public void ChangeSpritePlayer(SpritePlayer sp) { // spritePlayer = sp; }
public Player() { SpritePlayer = new SpritePlayer(LoadSprite(), "idle"); _emoteQueue = new Queue <Emote>(); }
SpritePlayer find_player() { _player = GetComponent <SpritePlayer>(); return(_player); }
public static SpritePlayer getInstance() { if(spriteP == null) spriteP = (SpritePlayer)FindObjectOfType(typeof(SpritePlayer)); return spriteP; }