public BuildUVAnim ( Vector2 start, Vector2 cellSize, int cols, int rows, int totalCells, float fps ) : Vector2[] | ||
start | Vector2 | |
cellSize | Vector2 | |
cols | int | |
rows | int | |
totalCells | int | |
fps | float | |
Résultat | Vector2[] |
// Use this for initialization void Start() { sprite = spriteManager.AddSprite(gameObject, width, height, 0, 511, 512, 512, false); // Create and setup anims UVAnimation anim = new UVAnimation(); var firstFrame = spriteManager.PixelCoordToUVCoord(new Vector2(0, 511)); var cellSize = spriteManager.PixelSpaceToUVSpace(new Vector2(512, 512)); anim.BuildUVAnim(firstFrame, cellSize, 8, 8, 16, 15); anim.name = "Idle"; anim.loopCycles = -1; sprite.AddAnimation(anim); anim = new UVAnimation(); firstFrame = spriteManager.PixelCoordToUVCoord(new Vector2(0, 1535)); cellSize = spriteManager.PixelSpaceToUVSpace(new Vector2(512, 512)); anim.BuildUVAnim(firstFrame, cellSize, 8, 8, 19, 15); anim.name = "Surprise"; anim.loopCycles = 0; sprite.AddAnimation(anim); sprite.PlayAnim("Idle"); }
// Use this for initialization public override void Start() { base.Start(); GetComponent <SimpleFollow>().enabled = false; sprite = spriteManager.AddSprite(gameObject, width, height, 0, 127, 128, 128, false); // Create and setup anims UVAnimation anim = new UVAnimation(); var firstFrame = spriteManager.PixelCoordToUVCoord(new Vector2(0, 127)); var cellSize = spriteManager.PixelSpaceToUVSpace(new Vector2(128, 128)); anim.BuildUVAnim(firstFrame, cellSize, 8, 8, 14, 15); anim.name = "Idle"; anim.loopCycles = -1; sprite.AddAnimation(anim); anim = new UVAnimation(); firstFrame = spriteManager.PixelCoordToUVCoord(new Vector2(0, 383)); cellSize = spriteManager.PixelSpaceToUVSpace(new Vector2(128, 128)); anim.BuildUVAnim(firstFrame, cellSize, 8, 8, 16, 15); anim.name = "Die"; anim.loopCycles = 0; sprite.AddAnimation(anim); sprite.PlayAnim("Idle"); }
// Use this for initialization void Start() { sprite = spriteManager.AddSprite(gameObject, width, height, 0, 127, 128, 128, false); // Create and setup anims UVAnimation anim = new UVAnimation(); var firstFrame = spriteManager.PixelCoordToUVCoord(new Vector2(0, 127)); var cellSize = spriteManager.PixelSpaceToUVSpace(new Vector2(128, 128)); anim.BuildUVAnim(firstFrame, cellSize, 8, 8, 13, 15); anim.name = "Idle"; anim.loopCycles = -1; sprite.AddAnimation(anim); anim = new UVAnimation(); firstFrame = spriteManager.PixelCoordToUVCoord(new Vector2(0, 127)); cellSize = spriteManager.PixelSpaceToUVSpace(new Vector2(128, 128)); anim.BuildUVAnim(firstFrame, cellSize, 8, 8, 13, 30); anim.name = "Arm"; anim.loopCycles = -1; sprite.AddAnimation(anim); anim = new UVAnimation(); firstFrame = spriteManager.PixelCoordToUVCoord(new Vector2(256, 383)); cellSize = spriteManager.PixelSpaceToUVSpace(new Vector2(128, 128)); anim.BuildUVAnim(firstFrame, cellSize, 8, 8, 8, 30); anim.name = "Explode"; anim.loopCycles = 1; sprite.AddAnimation(anim); sprite.PlayAnim("Idle"); }
// Use this for initialization void Start() { sprite = spriteManager.AddSprite(gameObject, width, height, 0, 127, 128, 128, false); // Create and setup anims UVAnimation anim = new UVAnimation(); var firstFrame = spriteManager.PixelCoordToUVCoord(new Vector2(0, 127)); var cellSize = spriteManager.PixelSpaceToUVSpace(new Vector2(128, 128)); anim.BuildUVAnim(firstFrame, cellSize, 8, 8, 13, 15); anim.name = "Idle"; anim.loopCycles = -1; sprite.AddAnimation(anim); anim = new UVAnimation(); firstFrame = spriteManager.PixelCoordToUVCoord(new Vector2(0, 127)); cellSize = spriteManager.PixelSpaceToUVSpace(new Vector2(128, 128)); anim.BuildUVAnim(firstFrame, cellSize, 8, 8, 13, 30); anim.name = "Arm"; anim.loopCycles = -1; sprite.AddAnimation(anim); anim = new UVAnimation(); firstFrame = spriteManager.PixelCoordToUVCoord(new Vector2(256, 383)); cellSize = spriteManager.PixelSpaceToUVSpace(new Vector2(128, 128)); anim.BuildUVAnim(firstFrame, cellSize, 8, 8, 8, 30); anim.name = "Explode"; anim.loopCycles = 1; sprite.AddAnimation(anim); sprite.PlayAnim("Idle"); }
// Use this for initialization void Start() { agent = gameObject.GetComponent <Seeker>(); controller = gameObject.GetComponent <CharacterController>(); spriteManager = gameObject.GetComponent <SpriteManager>() as SpriteManager; evilSprite = spriteManager.AddSprite(gameObject, 2.0f, 2.0f, spriteManager.PixelSpaceToUVSpace(256, 256), spriteManager.PixelSpaceToUVSpace(50, 50), false); evilSprite.SetAnimCompleteDelegate(OnAnimateComplete); Vector2 spriteSize = spriteManager.PixelSpaceToUVSpace(50, 50); //Idle animation UVAnimation idleAnimation = new UVAnimation(); Vector2 idleStartPosUV = spriteManager.PixelCoordToUVCoord(0, 50); idleAnimation.BuildUVAnim(idleStartPosUV, spriteSize, 3, 2, 6, 15); idleAnimation.loopCycles = -1; idleAnimation.name = "idle"; evilSprite.AddAnimation(idleAnimation); evilSprite.PlayAnim("idle"); gameObject.transform.position = startPos; }
// Use this for initialization void Start() { spriteManager = gameObject.GetComponent <SpriteManager>() as SpriteManager; weaponSprite = spriteManager.AddSprite(gameObject, 1.0f, 1.0f, spriteManager.PixelSpaceToUVSpace(512, 512), spriteManager.PixelSpaceToUVSpace(72, 78), false); weaponSprite.SetAnimCompleteDelegate(OnAnimateComplete); Vector2 spriteSize = spriteManager.PixelSpaceToUVSpace(72, 78); //Idle animation UVAnimation idleAnimation = new UVAnimation(); Vector2 idleStartPosUV = spriteManager.PixelCoordToUVCoord(0, 78); idleAnimation.BuildUVAnim(idleStartPosUV, spriteSize, 1, 1, 1, 15); idleAnimation.loopCycles = -1; idleAnimation.name = "idle"; weaponSprite.AddAnimation(idleAnimation); UVAnimation shootAnimation = new UVAnimation(); Vector2 shootStartPosUV = spriteManager.PixelCoordToUVCoord(0, 78); shootAnimation.BuildUVAnim(shootStartPosUV, spriteSize, 3, 2, 5, 15); shootAnimation.loopCycles = 0; shootAnimation.name = "shoot"; weaponSprite.AddAnimation(shootAnimation); transform.parent = GameObject.Find("Main Camera").transform; transform.localPosition = localPos; transform.rotation = GameObject.Find("Main Camera").transform.rotation; }
protected override void createAnimations() { // Set up left animation leftAnim = new UVAnimation(); leftAnim.name = "EighthRest Left Animation"; leftAnim.loopCycles = -1; leftAnim.framerate = 24; leftAnim.BuildUVAnim(new Vector2(0f, 12f / numRows), cellSize, 18, 1, 18, 24); sprite.AddAnimation(leftAnim); // Set up right animation rightAnim = new UVAnimation(); rightAnim.name = "EighthRest Right Animation"; rightAnim.loopCycles = -1; rightAnim.framerate = 24; rightAnim.BuildUVAnim(new Vector2(0f, 11f / numRows), cellSize, 18, 1, 18, 24); sprite.AddAnimation(rightAnim); // Starting direction EighthRest er = this.gameObject.GetComponent(typeof(EighthRest)) as EighthRest; if (er.isMovingRight) { sprite.PlayAnim(rightAnim); } else { sprite.PlayAnim(leftAnim); } }
// Use this for initialization void Start() { sprite = spriteManager.AddSprite(gameObject, width, height, 0, 511, 512, 512, false); // Create and setup anims UVAnimation anim = new UVAnimation(); var firstFrame = spriteManager.PixelCoordToUVCoord(new Vector2(0, 511)); var cellSize = spriteManager.PixelSpaceToUVSpace(new Vector2(512, 512)); anim.BuildUVAnim(firstFrame, cellSize, 8, 8, 16, 15); anim.name = "Idle"; anim.loopCycles = -1; sprite.AddAnimation(anim); anim = new UVAnimation(); firstFrame = spriteManager.PixelCoordToUVCoord(new Vector2(0, 1023)); cellSize = spriteManager.PixelSpaceToUVSpace(new Vector2(512, 512)); anim.BuildUVAnim(firstFrame, cellSize, 8, 8, 19, 15); anim.name = "Surprise"; anim.loopCycles = 0; sprite.AddAnimation(anim); sprite.PlayAnim("Idle"); }
// Use this for initialization public override void Start() { base.Start(); GetComponent<SimpleFollow>().enabled = false; sprite = spriteManager.AddSprite(gameObject, width, height, 0, 127, 128, 128, false); // Create and setup anims UVAnimation anim = new UVAnimation(); var firstFrame = spriteManager.PixelCoordToUVCoord(new Vector2(0, 127)); var cellSize = spriteManager.PixelSpaceToUVSpace(new Vector2(128, 128)); anim.BuildUVAnim(firstFrame, cellSize, 8, 8, 14, 15); anim.name = "Idle"; anim.loopCycles = -1; sprite.AddAnimation(anim); anim = new UVAnimation(); firstFrame = spriteManager.PixelCoordToUVCoord(new Vector2(0, 383)); cellSize = spriteManager.PixelSpaceToUVSpace(new Vector2(128, 128)); anim.BuildUVAnim(firstFrame, cellSize, 8, 8, 16, 15); anim.name = "Die"; anim.loopCycles = 0; sprite.AddAnimation(anim); sprite.PlayAnim("Idle"); }
public override void Start() { base.Start(); sprite = spriteManager.AddSprite(gameObject, width, height, 0, 127, 128, 128, false); // Create and setup anims UVAnimation anim = new UVAnimation(); var firstFrame = spriteManager.PixelCoordToUVCoord(new Vector2(0, 127)); var cellSize = spriteManager.PixelSpaceToUVSpace(new Vector2(128, 128)); anim.BuildUVAnim(firstFrame, cellSize, 8, 8, 14, 15); anim.name = "Idle"; anim.loopCycles = -1; sprite.AddAnimation(anim); anim = new UVAnimation(); firstFrame = spriteManager.PixelCoordToUVCoord(new Vector2(0, 383)); cellSize = spriteManager.PixelSpaceToUVSpace(new Vector2(128, 128)); anim.BuildUVAnim(firstFrame, cellSize, 8, 8, 16, 15); anim.name = "Die"; anim.loopCycles = 0; sprite.AddAnimation(anim); sprite.PlayAnim("Idle"); dolphin = GameObject.Find("DolphinSprite"); Util.Assert(dolphin != null); }
// Use this for initialization void Start() { sprite = spriteManager.AddSprite(this.gameObject,2,2,new Vector2(.5f,.5f), new Vector2(.25f, .5f), new Vector3(0,0,0), true); stabbing = new UVAnimation(); stabbing.name="stabbing"; stabbing.SetAnim(stabbing.BuildUVAnim(new Vector2(.5f,.5f),new Vector2(.25f,.5f),2,2,3,2)); stabbing.loopCycles=-1; // makes animation loop infinitely stabbing.loopReverse = true; // makes animation go in reverse after it's completed sprite.AddAnimation(stabbing); sprite.PlayAnim("stabbing"); }
protected UVAnimation CreateAnimation(string animName, Vector2 startUVPos, Vector2 UVSize, int animCells, int loopCycles, bool pingPongAnim, float framerate){ UVAnimation anim = new UVAnimation(); anim.name = animName; anim.loopCycles = loopCycles; anim.framerate = framerate; if(pingPongAnim) anim.loopReverse = true; anim.BuildUVAnim(startUVPos, UVSize, spriteSheetCols, spriteSheetRows, animCells, framerate); return anim; }
public override void AddJumpAnimation() { jumpAnim = new UVAnimation(); Vector2 startPosUV = sm.PixelCoordToUVCoord(0, 1024); Vector2 spriteSize = sm.PixelSpaceToUVSpace(256, 256); jumpAnim.BuildUVAnim(startPosUV, spriteSize, 11, 1, 11, animationFps); jumpAnim.name = JUMP; sprite.AddAnimation(jumpAnim); }
public void AddForwardDashAnimation() { forwardDashAnim = new UVAnimation(); Vector2 startPosUV = sm.PixelCoordToUVCoord(0, 1536); Vector2 spriteSize = sm.PixelSpaceToUVSpace(256, 256); forwardDashAnim.BuildUVAnim(startPosUV, spriteSize, 6, 1, 6, 15); forwardDashAnim.name = FORWARDDASH; sprite.AddAnimation(forwardDashAnim); }
public override void AddForwardJumpAnimation() { forwardJumpAnim = new UVAnimation(); Vector2 startPosUV = sm.PixelCoordToUVCoord(0, 1280); Vector2 spriteSize = sm.PixelSpaceToUVSpace(256, 256); forwardJumpAnim.BuildUVAnim(startPosUV, spriteSize, 14, 1, 14, animationFps); forwardJumpAnim.name = FORWARDJUMP; sprite.AddAnimation(forwardJumpAnim); }
public void AddShoryukenAnimation() { shoryukenAnim = new UVAnimation(); Vector2 startPosUV = sm.PixelCoordToUVCoord(1024, 1792); Vector2 spriteSize = sm.PixelSpaceToUVSpace(256, 256); shoryukenAnim.BuildUVAnim(startPosUV, spriteSize, 5, 1, 5, 10); shoryukenAnim.name = SHORYUKEN; sprite.AddAnimation(shoryukenAnim); }
public void AddHadoukenAnimation() { hadoukenAnim = new UVAnimation(); Vector2 startPosUV = sm.PixelCoordToUVCoord(0, 2048); Vector2 spriteSize = sm.PixelSpaceToUVSpace(256, 256); hadoukenAnim.BuildUVAnim(startPosUV, spriteSize, 11, 1, 11, animationFps); hadoukenAnim.name = HADOUKEN; sprite.AddAnimation(hadoukenAnim); }
public void AddNormalHitAnimation() { normalHitAnim = new UVAnimation(); Vector2 startPosUV = sm.PixelCoordToUVCoord(2816, 768); Vector2 spriteSize = sm.PixelSpaceToUVSpace(256, 256); normalHitAnim.BuildUVAnim(startPosUV, spriteSize, 5, 1, 5, animationFps); normalHitAnim.name = NORMALHIT; sprite.AddAnimation(normalHitAnim); }
public void AddBackDashAnimation() { backDashAnim = new UVAnimation(); Vector2 startPosUV = sm.PixelCoordToUVCoord(0, 1792); Vector2 spriteSize = sm.PixelSpaceToUVSpace(256, 256); backDashAnim.BuildUVAnim(startPosUV, spriteSize, 4, 1, 4, animationFps); backDashAnim.name = BACKDASH; sprite.AddAnimation(backDashAnim); }
protected override void createAnimations() { // Set up animation anim = new UVAnimation(); anim.name = "Flat Animation"; anim.loopCycles = -1; anim.framerate = 24; anim.BuildUVAnim(new Vector2(0f, 8f / numRows), cellSize, 18, 1, 18, 24); sprite.AddAnimation(anim); sprite.PlayAnim(anim); }
// Use this for initialization void Start() { sm = GameObject.Find("_SpriteManager").GetComponent <LinkedSpriteManager>(); sprite = sm.AddSprite(this.gameObject, 1f, 1f, sm.PixelCoordToUVCoord(0, 9 * 96), sm.PixelSpaceToUVSpace(192, 192), Vector3.zero, false); sprite.SetDrawLayer(100); UVAnimation anim = new UVAnimation(); anim.BuildUVAnim(sm.PixelCoordToUVCoord(0, 9 * 96), sm.PixelSpaceToUVSpace(192, 192), 5, 1, 5, 56f); anim.loopCycles = 0; sprite.AddAnimation(anim); sprite.PlayAnim(anim); Invoke("destroySelf", .125f); }
public void AddAirDashAnimation() { airDashAnim = new UVAnimation(); Vector2 startPosUV = sm.PixelCoordToUVCoord(2560, 256); Vector2 spriteSize = sm.PixelSpaceToUVSpace(256, 256); airDashAnim.BuildUVAnim(startPosUV, spriteSize, 4, 1, 4, animationFps); airDashAnim.name = AIRDASH; sprite.AddAnimation(airDashAnim); }
public override void AddMoveAnimation() { moveAnimation = new UVAnimation(); Vector2 startPosUV = sm.PixelCoordToUVCoord(0, 84); Vector2 spriteSize = sm.PixelSpaceToUVSpace(88, 84); moveAnimation.BuildUVAnim(startPosUV, spriteSize, 8, 2, 8, animationFps); moveAnimation.name = MOVE; moveAnimation.loopCycles = -1; sprite.AddAnimation(moveAnimation); }
public override void AddStandingAnimation() { standingAnim = new UVAnimation(); Vector2 startPosUV = sm.PixelCoordToUVCoord(0, 256); Vector2 spriteSize = sm.PixelSpaceToUVSpace(256, 256); standingAnim.BuildUVAnim(startPosUV, spriteSize, 9, 1, 9, animationFps); standingAnim.name = STANDING; standingAnim.loopCycles = -1; sprite.AddAnimation(standingAnim); }
public override void AddWalkForwardAnimation() { walkForwardAnim = new UVAnimation(); Vector2 startPosUV = sm.PixelCoordToUVCoord(256, 512); Vector2 spriteSize = sm.PixelSpaceToUVSpace(256, 256); walkForwardAnim.BuildUVAnim(startPosUV, spriteSize, 11, 1, 11, animationFps); walkForwardAnim.name = WALKFORWARD; walkForwardAnim.loopCycles = -1; sprite.AddAnimation(walkForwardAnim); }
public override void AddBackpedalAnimation() { backpedalAnim = new UVAnimation(); Vector2 startPosUV = sm.PixelCoordToUVCoord(0, 768); Vector2 spriteSize = sm.PixelSpaceToUVSpace(256, 256); backpedalAnim.BuildUVAnim(startPosUV, spriteSize, 11, 1, 11, animationFps); backpedalAnim.name = BACKPEDAL; backpedalAnim.loopCycles = -1; sprite.AddAnimation(backpedalAnim); }
override public void initialize(Vector3 dir, M_Entity sender) { Invoke("destroySelf", lifetime); entity = sender; direction = dir; sm = GameObject.Find("_SpriteManager").GetComponent <LinkedSpriteManager>(); sprite = sm.AddSprite(this.gameObject, 1f, 1f, sm.PixelCoordToUVCoord(0, 12 * 96), sm.PixelSpaceToUVSpace(96, 96), Vector3.zero, false); sprite.SetDrawLayer(100); dieAnim = new UVAnimation(); dieAnim.BuildUVAnim(sm.PixelCoordToUVCoord(0, 12 * 96), sm.PixelSpaceToUVSpace(96, 96), 4, 1, 4, 16f); dieAnim.loopCycles = 0; sprite.AddAnimation(dieAnim); }
private void createSprite() { enemySprite = spriteManager.AddSprite(gameObject, InGameSize.x, InGameSize.y, spriteManager.PixelSpaceToUVSpace((int)TextureSize.x, (int)TextureSize.y), spriteManager.PixelSpaceToUVSpace((int)FrameSize.x, (int)FrameSize.y), false); enemySprite.SetAnimCompleteDelegate(OnAnimateComplete); Vector2 spriteSize = spriteManager.PixelSpaceToUVSpace((int)FrameSize.x, (int)FrameSize.y); //Idle animation UVAnimation idleAnimation = new UVAnimation(); Vector2 idleStartPosUV = spriteManager.PixelCoordToUVCoord((int)idleStartPos.x, (int)idleStartPos.y); idleAnimation.BuildUVAnim(idleStartPosUV, spriteSize, (int)idleSpriteSheetPos.x, (int)idleSpriteSheetPos.y, (int)idleAnimLength, fps); idleAnimation.loopCycles = -1; idleAnimation.name = "idle"; enemySprite.AddAnimation(idleAnimation); //Walk animation UVAnimation walkAnimation = new UVAnimation(); Vector2 walkStartPosUV = spriteManager.PixelCoordToUVCoord((int)walkStartPos.x, (int)walkStartPos.y); walkAnimation.BuildUVAnim(walkStartPosUV, spriteSize, (int)walkSpriteSheetPos.x, (int)walkSpriteSheetPos.y, (int)walkAnimLength, fps); walkAnimation.loopCycles = -1; walkAnimation.name = "walk"; enemySprite.AddAnimation(walkAnimation); //Shoot animation UVAnimation shootAnimation = new UVAnimation(); Vector2 shootStartPosUV = spriteManager.PixelCoordToUVCoord((int)shootStartPos.x, (int)shootStartPos.y); shootAnimation.BuildUVAnim(shootStartPosUV, spriteSize, (int)shootSpriteSheetPos.x, (int)shootSpriteSheetPos.y, (int)shootAnimLength, fps); shootAnimation.loopCycles = 0; shootAnimation.name = "shoot"; enemySprite.AddAnimation(shootAnimation); //Die animation UVAnimation dieAnimation = new UVAnimation(); Vector2 dieStartPosUV = spriteManager.PixelCoordToUVCoord((int)dieStartPos.x, (int)dieStartPos.y); dieAnimation.BuildUVAnim(dieStartPosUV, spriteSize, (int)dieSpriteSheetPos.x, (int)dieSpriteSheetPos.y, (int)dieAnimLength, fps); dieAnimation.loopCycles = 0; dieAnimation.name = "die"; enemySprite.AddAnimation(dieAnimation); gameObject.transform.position = startPos; }
// Use this for initialization void Start() { width = collider.bounds.size.x * 2 + 0.15f; height = collider.bounds.size.y * 2 + 0.15f; sprite = spriteManager.AddSprite(gameObject, width, height, 0, 127, 128, 128, false); // Create and setup anims UVAnimation anim = new UVAnimation(); var firstFrame = spriteManager.PixelCoordToUVCoord(new Vector2(0, 127)); var cellSize = spriteManager.PixelSpaceToUVSpace(new Vector2(128, 128)); anim.BuildUVAnim(firstFrame, cellSize, 8, 8, 11, 15); anim.name = "Idle"; anim.loopCycles = -1; sprite.AddAnimation(anim); sprite.PlayAnim("Idle"); }
public void DrawAnimation() { // Put sprite on the client object GameObject totem = GameObject.Find("TotemMono"); totem.renderer.enabled = false; Sprite totemSprite = spriteManager.AddSprite(totem, 1f, 1f, new Vector2(0, 0.5f), new Vector2(0.5f, 0.5f), Vector3.zero, false); // Set up animation UVAnimation anim = new UVAnimation(); anim.name = "animation1"; anim.loopCycles = -1; anim.framerate = framerate; anim.BuildUVAnim(new Vector2(0, 0.5f), new Vector2(0.5f, 0.5f), 2, 2, 4, framerate); // Prepare sprite totemSprite.AddAnimation(anim); totemSprite.PlayAnim("animation1"); }
// Use this for initialization void Start() { width = collider.bounds.size.x * 2 + 0.15f; height = collider.bounds.size.y * 2 + 0.15f; sprite = spriteManager.AddSprite(gameObject, width, height, 0, 127, 128, 128, false); // Create and setup anims UVAnimation anim = new UVAnimation(); var firstFrame = spriteManager.PixelCoordToUVCoord(new Vector2(0, 127)); var cellSize = spriteManager.PixelSpaceToUVSpace(new Vector2(128, 128)); anim.BuildUVAnim(firstFrame, cellSize, 8, 8, 11, 15); anim.name = "Idle"; anim.loopCycles = -1; sprite.AddAnimation(anim); sprite.PlayAnim("Idle"); }
protected override void initialize() { wanderCenter = transform.position; InvokeRepeating("targetNearChar", 1f, 1f); InvokeRepeating("setWanderingPos", 0.0001f, 1f); sm = GameObject.Find("_SpriteManager").GetComponent <LinkedSpriteManager>(); sprite = sm.AddSprite(this.gameObject, 1.5f, 1.5f, sm.PixelCoordToUVCoord(7 * 96, 6 * 96), sm.PixelSpaceToUVSpace(96, 96), Vector3.zero, false); //sprite = sm.AddSprite(this.gameObject, 2f, 2f, 0, 48, 48, 48, false); walkRight = new UVAnimation(); walkRight.BuildUVAnim(sm.PixelCoordToUVCoord(0, 6 * 96), sm.PixelSpaceToUVSpace(96, 96), 8, 1, 8, 10f); walkRight.loopCycles = -1; sprite.AddAnimation(walkRight); walkLeft = new UVAnimation(); walkLeft.BuildUVAnim(sm.PixelCoordToUVCoord(0 * 96, 7 * 96), sm.PixelSpaceToUVSpace(96, 96), 8, 1, 8, 10f); walkLeft.loopCycles = -1; sprite.AddAnimation(walkLeft); standRight = new UVAnimation(); standRight.BuildUVAnim(sm.PixelCoordToUVCoord(7 * 96, 6 * 96), sm.PixelSpaceToUVSpace(96, 96), 2, 1, 2, 1f); standRight.loopCycles = -1; sprite.AddAnimation(standRight); standLeft = new UVAnimation(); standLeft.BuildUVAnim(sm.PixelCoordToUVCoord(7 * 96, 7 * 96), sm.PixelSpaceToUVSpace(96, 96), 2, 1, 2, 1f); standLeft.loopCycles = -1; sprite.AddAnimation(standLeft); attackRight = new UVAnimation(); attackRight.BuildUVAnim(sm.PixelCoordToUVCoord(8 * 96, 6 * 96), sm.PixelSpaceToUVSpace(96, 96), 2, 1, 2, 4f); attackRight.loopCycles = 0; sprite.AddAnimation(attackRight); attackLeft = new UVAnimation(); attackLeft.BuildUVAnim(sm.PixelCoordToUVCoord(8 * 96, 7 * 96), sm.PixelSpaceToUVSpace(96, 96), 2, 1, 2, 4f); attackLeft.loopCycles = 0; sprite.AddAnimation(attackLeft); state = (int)State.SEEKING; }
// Use this for initialization void Start() { sprite = spriteManager.AddSprite(gameObject, width, height, 0, 127, 128, 128, false); // Create and setup anims UVAnimation anim = new UVAnimation(); var firstFrame = spriteManager.PixelCoordToUVCoord(new Vector2(0, 127)); var cellSize = spriteManager.PixelSpaceToUVSpace(new Vector2(128, 128)); anim.BuildUVAnim(firstFrame, cellSize, 8, 8, 10, 15); anim.name = "Idle"; anim.loopCycles = 0; sprite.AddAnimation(anim); sprite.PlayAnim("Idle"); sprite.SetAnimCompleteDelegate(delegate() { Destroy(transform.parent.gameObject); }); }
// Use this for initialization void Start() { spriteManager = gameObject.GetComponent <SpriteManager>() as SpriteManager; particleSprite = spriteManager.AddSprite(gameObject, 1.0f, 1.0f, spriteManager.PixelSpaceToUVSpace(128, 128), spriteManager.PixelSpaceToUVSpace(30, 30), false); particleSprite.SetAnimCompleteDelegate(OnAnimateComplete); Vector2 spriteSize = spriteManager.PixelSpaceToUVSpace(30, 30); //Idle animation UVAnimation idleAnimation = new UVAnimation(); Vector2 idleStartPosUV = spriteManager.PixelCoordToUVCoord(0, 30); idleAnimation.BuildUVAnim(idleStartPosUV, spriteSize, 3, 2, 5, 15); idleAnimation.loopCycles = 0; idleAnimation.name = "idle"; particleSprite.AddAnimation(idleAnimation); particleSprite.PlayAnim("idle"); transform.position = new Vector3(startPos.x, startPos.y, startPos.z); }
// Use this for initialization void Start() { sprite = spriteManager.AddSprite(gameObject, width, height, 0, 127, 128, 128, false); // Create and setup anims UVAnimation anim = new UVAnimation(); var firstFrame = spriteManager.PixelCoordToUVCoord(new Vector2(0, 127)); var cellSize = spriteManager.PixelSpaceToUVSpace(new Vector2(128, 128)); anim.BuildUVAnim(firstFrame, cellSize, 8, 8, 10, 15); anim.name = "Idle"; anim.loopCycles = 0; sprite.AddAnimation(anim); sprite.PlayAnim("Idle"); sprite.SetAnimCompleteDelegate(delegate() { Destroy(transform.parent.gameObject); }); }
protected virtual void initialize() { crosshair = transform.Find("Crosshair").GetComponent <UISprite>(); abilities[0].crosshair = crosshair.transform; rigidbody.freezeRotation = true; sm = GameObject.Find("_SpriteManager2").GetComponent <LinkedSpriteManager>(); sprite = sm.AddSprite(this.gameObject, 1.5f, 1.5f, sm.PixelCoordToUVCoord(7 * 192, 192), sm.PixelSpaceToUVSpace(192, 192), Vector3.zero, false); walkRight = new UVAnimation(); walkRight.BuildUVAnim(sm.PixelCoordToUVCoord(0, 192), sm.PixelSpaceToUVSpace(192, 192), 8, 1, 8, 10f); walkRight.loopCycles = -1; sprite.AddAnimation(walkRight); walkLeft = new UVAnimation(); walkLeft.BuildUVAnim(sm.PixelCoordToUVCoord(0 * 192, 384), sm.PixelSpaceToUVSpace(192, 192), 8, 1, 8, 10f); walkLeft.loopCycles = -1; sprite.AddAnimation(walkLeft); standRight = new UVAnimation(); standRight.BuildUVAnim(sm.PixelCoordToUVCoord(7 * 192, 192), sm.PixelSpaceToUVSpace(192, 192), 2, 1, 2, 1f); standRight.loopCycles = -1; sprite.AddAnimation(standRight); standLeft = new UVAnimation(); standLeft.BuildUVAnim(sm.PixelCoordToUVCoord(7 * 192, 384), sm.PixelSpaceToUVSpace(192, 192), 2, 1, 2, 1f); standLeft.loopCycles = -1; sprite.AddAnimation(standLeft); attackRight = new UVAnimation(); attackRight.BuildUVAnim(sm.PixelCoordToUVCoord(8 * 192, 192), sm.PixelSpaceToUVSpace(192, 192), 2, 1, 2, 4f); attackRight.loopCycles = 0; sprite.AddAnimation(attackRight); attackLeft = new UVAnimation(); attackLeft.BuildUVAnim(sm.PixelCoordToUVCoord(8 * 192, 384), sm.PixelSpaceToUVSpace(192, 192), 2, 1, 2, 4f); attackLeft.loopCycles = 0; sprite.AddAnimation(attackLeft); }
protected virtual void initialize() { InvokeRepeating("targetNearMob", 1f, 2f); sm = GameObject.Find("_SpriteManager").GetComponent <LinkedSpriteManager>(); sprite = sm.AddSprite(this.gameObject, 1.5f, 1.5f, sm.PixelCoordToUVCoord(7 * 96, 96), sm.PixelSpaceToUVSpace(96, 96), Vector3.zero, false); //sprite = sm.AddSprite(this.gameObject, 2f, 2f, 0, 48, 48, 48, false); walkRight = new UVAnimation(); walkRight.BuildUVAnim(sm.PixelCoordToUVCoord(0, 96), sm.PixelSpaceToUVSpace(96, 96), 8, 1, 8, 10f); walkRight.loopCycles = -1; sprite.AddAnimation(walkRight); walkLeft = new UVAnimation(); walkLeft.BuildUVAnim(sm.PixelCoordToUVCoord(0 * 96, 192), sm.PixelSpaceToUVSpace(96, 96), 8, 1, 8, 10f); walkLeft.loopCycles = -1; sprite.AddAnimation(walkLeft); standRight = new UVAnimation(); standRight.BuildUVAnim(sm.PixelCoordToUVCoord(7 * 96, 96), sm.PixelSpaceToUVSpace(96, 96), 2, 1, 2, 1f); standRight.loopCycles = -1; sprite.AddAnimation(standRight); standLeft = new UVAnimation(); standLeft.BuildUVAnim(sm.PixelCoordToUVCoord(7 * 96, 192), sm.PixelSpaceToUVSpace(96, 96), 2, 1, 2, 1f); standLeft.loopCycles = -1; sprite.AddAnimation(standLeft); attackRight = new UVAnimation(); attackRight.BuildUVAnim(sm.PixelCoordToUVCoord(8 * 96, 96), sm.PixelSpaceToUVSpace(96, 96), 2, 1, 2, 4f); attackRight.loopCycles = 0; sprite.AddAnimation(attackRight); attackLeft = new UVAnimation(); attackLeft.BuildUVAnim(sm.PixelCoordToUVCoord(8 * 96, 192), sm.PixelSpaceToUVSpace(96, 96), 2, 1, 2, 4f); attackLeft.loopCycles = 0; sprite.AddAnimation(attackLeft); state = (int)State.SEEKING; }
protected override void createAnimations() { // Set up standing animation standAnim = new UVAnimation(); standAnim.name = "EighthNote Standing Animation"; standAnim.loopCycles = -1; standAnim.framerate = 24; standAnim.BuildUVAnim(new Vector2(0f, 10f / numRows), cellSize, 18, 1, 18, 24); sprite.AddAnimation(standAnim); // Set up moving animation moveAnim = new UVAnimation(); moveAnim.name = "EighthNote Moving Animation"; moveAnim.loopCycles = -1; moveAnim.framerate = 24; moveAnim.BuildUVAnim(new Vector2(0f, 9f / numRows), cellSize, 18, 1, 18, 24); sprite.AddAnimation(moveAnim); // Play starting animation playStandingAnim(); }
void Start() { var transTest = new GameObject("MaterialTransform_"+ this.name); transTest.transform.position = transform.TransformPoint(transTest.transform.position); transTest.transform.position += new Vector3(0, 0, _depthLayer) * _depthScaleFactor; transTest.transform.localScale = new Vector3(_scaleX, _scaleY, 0.5f); _sprite = _spriteManager.AddSprite(transTest, _width, _height, 0, (int)_cellSize.x-1, (int)_cellSize.x, (int)_cellSize.x, false); for (var i = 0; i < _anims.Length; i++) { var anim = new UVAnimation(); var firstFrameCoords = new Vector2( //_anims[i].firstFrame.x * _cellSize.x, 0, _anims[i].firstFrame.y * _cellSize.y); var firstFrame = _spriteManager.PixelCoordToUVCoord(firstFrameCoords); var cellSize = _spriteManager.PixelSpaceToUVSpace(_cellSize); anim.BuildUVAnim(firstFrame, cellSize, _anims[i].columns, _anims[i].rows, _anims[i].totalCells, _anims[i].fps, (int)(_anims[i].firstFrame.x)); anim.name = _anims[i].name; anim.loopCycles = _anims[i].loopCycles; _sprite.AddAnimation(anim); } _currentAnimation = _defaultAnimation; _sprite.PlayAnim(_defaultAnimation); }
protected List<Affector> InitAffectors(EffectNode node) { List<Affector> AffectorList = new List<Affector>(); if (UVAffectorEnable) { UVAnimation uvAnim = new UVAnimation(); if (UVType == 1) { float perWidth = OriUVDimensions.x / Cols; float perHeight = Mathf.Abs(OriUVDimensions.y / Rows); Vector2 cellSize = new Vector2(perWidth, perHeight); uvAnim.BuildUVAnim(OriTopLeftUV, cellSize, Cols, Rows, Cols * Rows); } UVDimension = uvAnim.UVDimensions[0]; UVTopLeft = uvAnim.frames[0]; if (uvAnim.frames.Length != 1) { uvAnim.loopCycles = LoopCircles; Affector aft = new UVAffector(uvAnim, UVTime, node, RandomStartFrame); AffectorList.Add(aft); } } else { UVDimension = OriUVDimensions; UVTopLeft = OriTopLeftUV; } if (RotAffectorEnable && RotateType != RSTYPE.NONE) { Affector aft; if (RotateType == RSTYPE.CURVE) aft = new RotateAffector(RotateCurve, node); else aft = new RotateAffector(DeltaRot, node); AffectorList.Add(aft); } if (ScaleAffectorEnable && ScaleType != RSTYPE.NONE) { Affector aft; if (UseSameScaleCurve) ScaleYCurve = ScaleXCurve; if (ScaleType == RSTYPE.CURVE) aft = new ScaleAffector(ScaleXCurve, ScaleYCurve, node); else aft = new ScaleAffector(DeltaScaleX, DeltaScaleY, node); AffectorList.Add(aft); } if (ColorAffectorEnable /*&& ColorAffectType != 0*/) { ColorAffector aft = new ColorAffector(this, node); AffectorList.Add(aft); } if (JetAffectorEnable) { Affector aft = new JetAffector(JetMag,JetMagType,JetCurve,node); AffectorList.Add(aft); } if (VortexAffectorEnable) { Affector aft; aft = new VortexAffector(VortexObj, VortexMagType, VortexMag, VortexCurve, VortexDirection, VortexInheritRotation, node); AffectorList.Add(aft); } if (UVRotAffectorEnable) { Affector aft; float xscroll = UVRotXSpeed; float yscroll = UVRotYSpeed; if (RandomUVRotateSpeed) { xscroll = Random.Range(UVRotXSpeed,UVRotXSpeedMax); yscroll = Random.Range(UVRotYSpeed,UVRotYSpeedMax); } aft = new UVRotAffector(xscroll, yscroll, node); AffectorList.Add(aft); } if (GravityAffectorEnable) { Affector aft; aft = new GravityAffector(GravityObject, GravityAftType, GravityMagType, IsGravityAccelerate,GravityDirection, GravityMag, GravityCurve, node); AffectorList.Add(aft); if (GravityAftType == GAFTTYPE.Spherical && GravityObject == null) { Debug.LogWarning("Gravity Object is missing, automatically set to effect layer self:" + gameObject.name); GravityObject = transform; } } if (AirAffectorEnable) { Affector aft = new AirFieldAffector(AirObject, AirDirection, AirMagType, AirMagnitude, AirMagCurve, AirAttenuation, AirUseMaxDistance, AirMaxDistance, AirEnableSpread, AirSpread, AirInheritVelocity, AirInheritRotation, node); AffectorList.Add(aft); } if (BombAffectorEnable) { Affector aft = new BombAffector(BombObject, BombType, BombMagType, BombDecayType, BombMagnitude, BombMagCurve, BombDecay, BombAxis, node); AffectorList.Add(aft); } if (TurbulenceAffectorEnable) { Affector aft = new TurbulenceFieldAffector(TurbulenceObject, TurbulenceMagType, TurbulenceMagnitude, TurbulenceMagCurve, TurbulenceAttenuation, TurbulenceUseMaxDistance, TurbulenceMaxDistance, node); AffectorList.Add(aft); } if (DragAffectorEnable) { Affector aft = new DragAffector(DragObj,DragUseDir,DragDir,DragMag,DragUseMaxDist,DragMaxDist,DragAtten,node); AffectorList.Add(aft); } return AffectorList; }
public void Initialize(DungeonEntity e, SpriteData sd, LinkedSpriteManager ls) { entity = e; spriteData = sd; lsManager = ls; Texture texture = lsManager.material.mainTexture; Vector2 textDim = new Vector2(texture.width, texture.height); uvDim = new Vector2(spriteData.spriteDim.x / textDim.x, spriteData.spriteDim.y / textDim.y); Vector2 uvCoord = Vector2.zero; uvCoord.x = uvDim.x * 7; uvCoord.y = 1 - (spriteData.spriteDim.y * (spriteData.spriteIndex + 1) / textDim.y); sprite = lsManager.AddSprite(gameObject, spriteData.dim.x, spriteData.dim.y, uvCoord, uvDim, Vector3.up * 0.5f, true); visible = true; transform.localPosition = Vector3.up * sd.dim.y/2; Vector2 pos; UVAnimation walking_s = new UVAnimation(); pos = new Vector2(0, uvCoord.y); walking_s.BuildUVAnim(pos, uvDim, 3, 1, 3, 10); walking_s.name = "walking_s"; walking_s.loopCycles = -1; UVAnimation walking_nw = new UVAnimation(); pos = new Vector2(uvDim.x * 3, uvCoord.y); walking_nw.BuildUVAnim(pos, uvDim, 3, 1, 3, 10); walking_nw.name = "walking_nw"; walking_nw.loopCycles = -1; UVAnimation walking_sw = new UVAnimation(); pos = new Vector2(uvDim.x * 3, uvCoord.y); walking_sw.BuildUVAnim(pos, uvDim, 3, 1, 3, 10); walking_sw.name = "walking_sw"; walking_sw.loopCycles = -1; UVAnimation walking_ne = new UVAnimation(); pos = new Vector2(uvDim.x * 6, uvCoord.y); walking_ne.BuildUVAnim(pos, uvDim, 3, 1, 3, 10); walking_ne.name = "walking_ne"; walking_ne.loopCycles = -1; UVAnimation walking_se = new UVAnimation(); pos = new Vector2(uvDim.x * 6, uvCoord.y); walking_se.BuildUVAnim(pos, uvDim, 3, 1, 3, 10); walking_se.name = "walking_se"; walking_se.loopCycles = -1; UVAnimation walking_n = new UVAnimation(); pos = new Vector2(uvDim.x * 9, uvCoord.y); walking_n.BuildUVAnim(pos, uvDim, 3, 1, 3, 10); walking_n.name = "walking_n"; walking_n.loopCycles = -1; sprite.AddAnimation(walking_n); sprite.AddAnimation(walking_ne); sprite.AddAnimation(walking_nw); sprite.AddAnimation(walking_s); sprite.AddAnimation(walking_se); sprite.AddAnimation(walking_sw); }
void InitSM() { S = LSM.AddSprite(this.gameObject, 5, 5, LSM.PixelCoordToUVCoord(0, 0), LSM.PixelSpaceToUVSpace(512, 512), -transform.forward * .4f, false); anim_run = new UVAnimation(); anim_run.SetAnim( new Vector2[]{ LSM.PixelCoordToUVCoord(3072, 0), LSM.PixelCoordToUVCoord(3072+512, 0), LSM.PixelCoordToUVCoord(0, 512), LSM.PixelCoordToUVCoord(512, 512), LSM.PixelCoordToUVCoord(1024, 512), LSM.PixelCoordToUVCoord(1024+512, 512), LSM.PixelCoordToUVCoord(2048, 512), LSM.PixelCoordToUVCoord(2048+512, 512) }); //anim_run.BuildUVAnim(LSM.PixelCoordToUVCoord(3072, 512), LSM.PixelSpaceToUVSpace(512, 512), 16, 2, 16, 2f); anim_run.loopCycles = -1; //anim_run.PlayInReverse(); anim_run.name = "Run"; S.AddAnimation(anim_run); anim_idle = new UVAnimation(); anim_idle.BuildUVAnim(LSM.PixelCoordToUVCoord(0, 512), LSM.PixelCoordToUVCoord(512, 512), 8, 2, 1, 12f); anim_idle.loopCycles = -1; S.AddAnimation(anim_idle); anim_idle.name = "Idle"; anim_runstart = new UVAnimation(); anim_runstart.BuildUVAnim(LSM.PixelCoordToUVCoord(0, 512), LSM.PixelCoordToUVCoord(512, 512), 8, 2, 1, 12f); anim_runstart.loopCycles = -1; S.AddAnimation(anim_runstart); anim_runstart.name = "RunStart"; anim_current = "Run"; S.PlayAnim(anim_run); LSM.ScheduleBoundsUpdate(0.5f); }
public override void Start() { base.Start(); sprite = spriteManager.AddSprite(gameObject, width, height, 0, 127, 128, 128, false); // Create and setup anims UVAnimation anim = new UVAnimation(); var firstFrame = spriteManager.PixelCoordToUVCoord(new Vector2(0, 127)); var cellSize = spriteManager.PixelSpaceToUVSpace(new Vector2(128, 128)); anim.BuildUVAnim(firstFrame, cellSize, 8, 8, 14, 15); anim.name = "Idle"; anim.loopCycles = -1; sprite.AddAnimation(anim); anim = new UVAnimation(); firstFrame = spriteManager.PixelCoordToUVCoord(new Vector2(0, 383)); cellSize = spriteManager.PixelSpaceToUVSpace(new Vector2(128, 128)); anim.BuildUVAnim(firstFrame, cellSize, 8, 8, 16, 15); anim.name = "Die"; anim.loopCycles = 0; sprite.AddAnimation(anim); sprite.PlayAnim("Idle"); dolphin = GameObject.Find("DolphinSprite"); Util.Assert(dolphin != null); }
void Start() { spriteManager = spriteManagerObject.GetComponent<SpriteManager>(); bullets = new Bullet[numberOfBullets]; for(int i = 0; i < numberOfBullets; i++) { Bullet bullet = new Bullet(); Rigidbody brigidbody = Instantiate(bulletPrefab, Vector3.zero, Quaternion.identity) as Rigidbody; brigidbody.transform.parent = transform; brigidbody.gameObject.SetActive(false); bullet.rigidbody = brigidbody; bullet.sprite = spriteManager.AddSprite(bullet.rigidbody.gameObject, 2f, 2f, 0, 512, 512, 512, true); UVAnimation animation = new UVAnimation(); Vector2 randomFacingUV = (UnityEngine.Random.value >= 0.5f) ? new Vector2(0, 0.5f) : new Vector2(0.5f, 0); animation.BuildUVAnim(randomFacingUV, new Vector2(0.5f, 0.5f), 2, 1, 2, 8); animation.loopCycles = 3000; bullet.sprite.PlayAnim(animation); spriteManager.AnimateSprite(bullet.sprite); bullets[i] = bullet; } GameManager.RegisterPlayer(gameObject); swarm = swarmObject.GetComponent<SwarmScript>(); }
protected ArrayList InitAffectors(EffectNode node) { ArrayList AffectorList = new ArrayList(); if (UVAffectorEnable) { UVAnimation uvAnim = new UVAnimation(); if (UVType == 1) { float perWidth = OriUVDimensions.x / Cols; float perHeight = Mathf.Abs(OriUVDimensions.y / Rows); Vector2 cellSize = new Vector2(perWidth, perHeight); uvAnim.BuildUVAnim(OriTopLeftUV, cellSize, Cols, Rows, Cols * Rows); } UVDimension = uvAnim.UVDimensions[0]; UVTopLeft = uvAnim.frames[0]; if (uvAnim.frames.Length != 1) { uvAnim.loopCycles = LoopCircles; Affector aft = new UVAffector(uvAnim, UVTime, node, RandomStartFrame); AffectorList.Add(aft); } } else { UVDimension = OriUVDimensions; UVTopLeft = OriTopLeftUV; } if (RotAffectorEnable && RotateType != RSTYPE.NONE) { Affector aft; if (RotateType == RSTYPE.CURVE) aft = new RotateAffector(RotateCurve, node); else aft = new RotateAffector(DeltaRot, node); AffectorList.Add(aft); } if (ScaleAffectorEnable && ScaleType != RSTYPE.NONE) { Affector aft; if (ScaleType == RSTYPE.CURVE) aft = new ScaleAffector(ScaleXCurve, ScaleYCurve, node); else aft = new ScaleAffector(DeltaScaleX, DeltaScaleY, node); AffectorList.Add(aft); } if (ColorAffectorEnable && ColorAffectType != 0) { ColorAffector aft; if (ColorAffectType == 2) { Color[] carr = new Color[5]; carr[0] = Color1; carr[1] = Color2; carr[2] = Color3; carr[3] = Color4; carr[4] = Color5; aft = new ColorAffector(carr, ColorGradualTimeLength, ColorGradualType, node); } else { Color[] carr = new Color[2]; carr[0] = Color1; carr[1] = Color2; aft = new ColorAffector(carr, ColorGradualTimeLength, ColorGradualType, node); } AffectorList.Add(aft); } if (JetAffectorEnable) { Affector aft = new JetAffector(JetMin, JetMax, node); AffectorList.Add(aft); } if (VortexAffectorEnable) { Affector aft; aft = new VortexAffector(VortexObj, VortexMagType, VortexMag, VortexCurve, VortexDirection, VortexInheritRotation, node); AffectorList.Add(aft); } if (UVRotAffectorEnable) { Affector aft; aft = new UVRotAffector(UVRotXSpeed, UVRotYSpeed, node); AffectorList.Add(aft); } if (GravityAffectorEnable) { Affector aft; aft = new GravityAffector(GravityObject, GravityAftType, GravityMagType, IsGravityAccelerate,GravityDirection, GravityMag, GravityCurve, node); AffectorList.Add(aft); if (GravityAftType == GAFTTYPE.Spherical && GravityObject == null) { Debug.LogWarning("Gravity Object is missing, automatically set to effect layer self."); GravityObject = transform; } } if (AirAffectorEnable) { Affector aft = new AirFieldAffector(AirObject, AirDirection, AirMagType, AirMagnitude, AirMagCurve, AirAttenuation, AirUseMaxDistance, AirMaxDistance, AirEnableSpread, AirSpread, AirInheritVelocity, AirInheritRotation, node); AffectorList.Add(aft); } if (BombAffectorEnable) { Affector aft = new BombAffector(BombObject, BombType, BombMagType, BombDecayType, BombMagnitude, BombMagCurve, BombDecay, BombAxis, node); AffectorList.Add(aft); } if (TurbulenceAffectorEnable) { Affector aft = new TurbulenceFieldAffector(TurbulenceObject, TurbulenceMagType, TurbulenceMagnitude, TurbulenceMagCurve, TurbulenceAttenuation, TurbulenceUseMaxDistance, TurbulenceMaxDistance, node); AffectorList.Add(aft); } return AffectorList; }
protected ArrayList InitAffectors(EffectNode node) { ArrayList AffectorList = new ArrayList(); if (UVAffectorEnable) { UVAnimation uvAnim = new UVAnimation(); Texture t = Vertexpool.GetMaterial().GetTexture("_MainTex"); if (UVType == 2) { uvAnim.BuildFromFile(EanPath, EanIndex, UVTime, t); OriLowerLeftUV = uvAnim.frames[0]; OriUVDimensions = uvAnim.UVDimensions[0]; } else if (UVType == 1) { float perWidth = t.width / Cols; float perHeight = t.height / Rows; Vector2 cellSize = new Vector2(perWidth / t.width, perHeight / t.height); Vector2 start = new Vector2(0f, 1f); uvAnim.BuildUVAnim(start, cellSize, Cols, Rows, Cols * Rows); OriLowerLeftUV = start; OriUVDimensions = cellSize; OriUVDimensions.y = -OriUVDimensions.y; } if (uvAnim.frames.Length == 1) { OriLowerLeftUV = uvAnim.frames[0]; OriUVDimensions = uvAnim.UVDimensions[0]; } else { uvAnim.loopCycles = LoopCircles; Affector aft = new UVAffector(uvAnim, UVTime,node); AffectorList.Add(aft); } } if (RotAffectorEnable && RotateType != RSTYPE.NONE) { Affector aft; if (RotateType == RSTYPE.CURVE) aft = new RotateAffector(RotateCurve,node); else aft = new RotateAffector(DeltaRot,node); AffectorList.Add(aft); } if (ScaleAffectorEnable && ScaleType != RSTYPE.NONE) { Affector aft; if (ScaleType == RSTYPE.CURVE) aft = new ScaleAffector(ScaleXCurve,ScaleYCurve,node); else aft = new ScaleAffector(DeltaScaleX, DeltaScaleY,node); AffectorList.Add(aft); } if (ColorAffectorEnable && ColorAffectType != 0) { ColorAffector aft; if (ColorAffectType == 2) { Color[] carr = new Color[4]; carr[0] = Color1; carr[1] = Color2; carr[2] = Color3; carr[3] = Color4; aft = new ColorAffector(carr,ColorGradualTimeLength,ColorGradualType,node); } else { Color[] carr = new Color[2]; carr[0] = Color1; carr[1] = Color2; aft = new ColorAffector(carr,ColorGradualTimeLength,ColorGradualType,node); } AffectorList.Add(aft); } if (LinearForceAffectorEnable) { Affector aft = new LinearForceAffector(LinearForce.normalized * LinearMagnitude,node); AffectorList.Add(aft); } if (JetAffectorEnable) { Affector aft = new JetAffector(JetMin,JetMax,node); AffectorList.Add(aft); } if (VortexAffectorEnable) { Affector aft; if (UseVortexCurve) aft = new VortexAffector(VortexCurve, VortexDirection,node); else aft = new VortexAffector(VortexMag, VortexDirection,node); AffectorList.Add(aft); } if (AttractionAffectorEnable) { Affector aft ; if (UseVortexCurve) aft = new AttractionForceAffector(AttractionCurve, AttractionPosition,node); else aft = new AttractionForceAffector(AttractMag, AttractionPosition,node); AffectorList.Add(aft); } return AffectorList; }