GetCurPosition() public méthode

Returns the (zero-based) frame number of the current position in the over all animation. Example: If the multi contains a total of 100 frames and 25 frames have played so far, then 24 will be returned (because it is zero-based). If the multi is playing backwards, this number will count down from 100 as well.
public GetCurPosition ( ) : int
Résultat int
Exemple #1
0
    /*
     *      // Steps to the next frame of sprite animation
     *      public bool StepAnim(float time)
     *      {
     *              if (curAnim == null)
     *                      return false;
     *
     *              timeSinceLastFrame += time;
     *
     *              framesToAdvance = (int)(timeSinceLastFrame / timeBetweenAnimFrames);
     *
     *              // If there's nothing to do, return:
     *              if (framesToAdvance < 1)
     *                      return true;
     *
     *              while (framesToAdvance > 0)
     *              {
     *                      if (curAnim.GetNextFrame(ref lowerLeftUV))
     *                              --framesToAdvance;
     *                      else
     *                      {
     *                              // We reached the end of our animation
     *                              if (animCompleteDelegate != null)
     *                                      animCompleteDelegate();
     *
     *                              // Update mesh UVs:
     *                              UpdateUVs();
     *                              PauseAnim();
     *                              animating = false;
     *
     *                              return false;
     *                      }
     *              }
     *
     *              // Update mesh UVs:
     *              UpdateUVs();
     *
     *              timeSinceLastFrame = 0;
     *
     *              return true;
     *      }
     */

    // Steps to the next frame of sprite animation
    public override bool StepAnim(float time)
    {
        if (curAnim == null)
        {
            return(false);
        }

        timeSinceLastFrame += Mathf.Max(0, time);
        //timeSinceLastFrame += time;

        framesToAdvance = (int)(timeSinceLastFrame / timeBetweenAnimFrames);

        // If there's nothing to do, return:
        if (framesToAdvance < 1)
        {
            return(true);
        }

        //timeSinceLastFrame -= timeBetweenAnimFrames * (float)framesToAdvance;

        while (framesToAdvance > 0)
        {
            if (curAnim.GetNextFrame(ref frameInfo))
            {
                --framesToAdvance;
                timeSinceLastFrame -= timeBetweenAnimFrames;
#if SPRITE_FRAME_DELEGATE
                // Notify the delegate:
                if (framesToAdvance > 0)
                {
                    if (animFrameDelegate != null)
                    {
                        animFrameDelegate(this, curAnim.GetCurPosition());
                    }
                }
#endif
            }
            else
            {
                // We reached the end of our animation

                // See if we should revert to a static appearance,
                // default anim, or do nothing, etc:
                switch (curAnim.onAnimEnd)
                {
                case UVAnimation.ANIM_END_ACTION.Do_Nothing:
                    PauseAnim();

                    // Update mesh UVs:
                    uvRect = frameInfo.uvs;
                    SetBleedCompensation();

                    // Resize if selected:
                    if (autoResize || pixelPerfect)
                    {
                        CalcSize();
                    }
                    break;

                case UVAnimation.ANIM_END_ACTION.Revert_To_Static:
                    RevertToStatic();
                    curAnim = null;
                    break;

                case UVAnimation.ANIM_END_ACTION.Play_Default_Anim:
                    // Notify the delegates:
#if SPRITE_FRAME_DELEGATE
                    if (animFrameDelegate != null)
                    {
                        animFrameDelegate(this, curAnim.GetCurPosition());
                    }
#endif
                    if (animCompleteDelegate != null)
                    {
                        animCompleteDelegate(this);
                    }

                    // Play the default animation:
                    PlayAnim(defaultAnim);
                    return(false);

                case UVAnimation.ANIM_END_ACTION.Hide:
                    Hide(true);
                    break;

                case UVAnimation.ANIM_END_ACTION.Deactivate:
                    gameObject.active = false;
                    break;

                case UVAnimation.ANIM_END_ACTION.Destroy:
                    // Notify the delegates:
#if SPRITE_FRAME_DELEGATE
                    if (animFrameDelegate != null)
                    {
                        animFrameDelegate(this, curAnim.GetCurPosition());
                    }
#endif
                    if (animCompleteDelegate != null)
                    {
                        animCompleteDelegate(this);
                    }

                    Delete();
                    Destroy(gameObject);
                    break;
                }

                // Notify the delegates:
#if SM2_FRAME_DELEGATE
                if (animFrameDelegate != null)
                {
                    animFrameDelegate(this, curAnim.GetCurPosition());
                }
#endif
                if (animCompleteDelegate != null)
                {
                    animCompleteDelegate(this);
                }

                // Check to see if we are still animating
                // before setting the curAnim to null.
                // Animating should be turned off if
                // PauseAnim() was called above, or if we
                // reverted to static.  But it could have
                // been turned on again by the
                // animCompleteDelegate.
                if (!animating)
                {
                    curAnim = null;
                }

                return(false);
            }
        }

#if SM2_FRAME_DELEGATE
        if (animFrameDelegate != null)
        {
            animFrameDelegate(this, curAnim.GetCurPosition());
        }
#endif

        // Update mesh UVs:
        uvRect = frameInfo.uvs;
        SetBleedCompensation();

        // Resize if selected:
        if (autoResize || pixelPerfect)
        {
            CalcSize();
        }

        //timeSinceLastFrame = 0;

        return(true);
    }
Exemple #2
0
    /*
        // Steps to the next frame of sprite animation
        public bool StepAnim(float time)
        {
            if (curAnim == null)
                return false;

            timeSinceLastFrame += time;

            framesToAdvance = (int)(timeSinceLastFrame / timeBetweenAnimFrames);

            // If there's nothing to do, return:
            if (framesToAdvance < 1)
                return true;

            while (framesToAdvance > 0)
            {
                if (curAnim.GetNextFrame(ref lowerLeftUV))
                    --framesToAdvance;
                else
                {
                    // We reached the end of our animation
                    if (animCompleteDelegate != null)
                        animCompleteDelegate();

                    // Update mesh UVs:
                    UpdateUVs();
                    PauseAnim();
                    animating = false;

                    return false;
                }
            }

            // Update mesh UVs:
            UpdateUVs();

            timeSinceLastFrame = 0;

            return true;
        }
    */
    // Steps to the next frame of sprite animation
    public override bool StepAnim(float time)
    {
        if (curAnim == null)
            return false;

        timeSinceLastFrame += Mathf.Max(0, time);
        //timeSinceLastFrame += time;

        framesToAdvance = (int)(timeSinceLastFrame / timeBetweenAnimFrames);

        // If there's nothing to do, return:
        if (framesToAdvance < 1)
            return true;

        //timeSinceLastFrame -= timeBetweenAnimFrames * (float)framesToAdvance;

        while (framesToAdvance > 0)
        {
            if (curAnim.GetNextFrame(ref frameInfo))
            {
                --framesToAdvance;
                timeSinceLastFrame -= timeBetweenAnimFrames;
        #if SPRITE_FRAME_DELEGATE
                // Notify the delegate:
                if(framesToAdvance > 0)
                    if (animFrameDelegate != null)
                        animFrameDelegate(this, curAnim.GetCurPosition());
        #endif
            }
            else
            {
                // We reached the end of our animation

                // See if we should revert to a static appearance,
                // default anim, or do nothing, etc:
                switch (curAnim.onAnimEnd)
                {
                    case UVAnimation.ANIM_END_ACTION.Do_Nothing:
                        PauseAnim();

                        // Update mesh UVs:
                        uvRect = frameInfo.uvs;
                        SetBleedCompensation();

                        // Resize if selected:
                        if (autoResize || pixelPerfect)
                            CalcSize();
                        break;

                    case UVAnimation.ANIM_END_ACTION.Revert_To_Static:
                        RevertToStatic();
                        curAnim = null;
                        break;

                    case UVAnimation.ANIM_END_ACTION.Play_Default_Anim:
                        // Notify the delegates:
        #if SPRITE_FRAME_DELEGATE
                        if (animFrameDelegate != null)
                            animFrameDelegate(this, curAnim.GetCurPosition());
        #endif
                        if (animCompleteDelegate != null)
                            animCompleteDelegate(this);

                        // Play the default animation:
                        PlayAnim(defaultAnim);
                        return false;

                    case UVAnimation.ANIM_END_ACTION.Hide:
                        Hide(true);
                        break;
                    case UVAnimation.ANIM_END_ACTION.Deactivate:
                        gameObject.active = false;
                        break;
                    case UVAnimation.ANIM_END_ACTION.Destroy:
                        // Notify the delegates:
        #if SPRITE_FRAME_DELEGATE
                        if (animFrameDelegate != null)
                            animFrameDelegate(this, curAnim.GetCurPosition());
        #endif
                        if (animCompleteDelegate != null)
                            animCompleteDelegate(this);

                        Delete();
                        Destroy(gameObject);
                        break;
                }

                // Notify the delegates:
        #if SM2_FRAME_DELEGATE
            if (animFrameDelegate != null)
                animFrameDelegate(this, curAnim.GetCurPosition());
        #endif
                if (animCompleteDelegate != null)
                    animCompleteDelegate(this);

                // Check to see if we are still animating
                // before setting the curAnim to null.
                // Animating should be turned off if
                // PauseAnim() was called above, or if we
                // reverted to static.  But it could have
                // been turned on again by the
                // animCompleteDelegate.
                if (!animating)
                    curAnim = null;

                return false;
            }
        }

        #if SM2_FRAME_DELEGATE
        if (animFrameDelegate != null)
            animFrameDelegate(this, curAnim.GetCurPosition());
        #endif

        // Update mesh UVs:
        uvRect = frameInfo.uvs;
        SetBleedCompensation();

        // Resize if selected:
        if (autoResize || pixelPerfect)
            CalcSize();

        //timeSinceLastFrame = 0;

        return true;
    }
Exemple #3
0
	/*
		// Steps to the next frame of sprite animation
		public bool StepAnim(float time)
		{
			if (curAnim == null)
				return false;

			timeSinceLastFrame += time;

			framesToAdvance = (int)(timeSinceLastFrame / timeBetweenAnimFrames);

			// If there's nothing to do, return:
			if (framesToAdvance < 1)
				return true;

			while (framesToAdvance > 0)
			{
				if (curAnim.GetNextFrame(ref lowerLeftUV))
					--framesToAdvance;
				else
				{
					// We reached the end of our animation
					if (animCompleteDelegate != null)
						animCompleteDelegate();

					// Update mesh UVs:
					UpdateUVs();
					PauseAnim();
					animating = false;
	 
					return false;
				}
			}

			// Update mesh UVs:
			UpdateUVs();

			timeSinceLastFrame = 0;

			return true;
		}
	*/

	// Steps to the next frame of sprite animation
	public override bool StepAnim(float time)
	{
		if (curAnim == null)
			return false;

		timeSinceLastFrame += Mathf.Max(0, time);
		//timeSinceLastFrame += time;

		framesToAdvance = (timeSinceLastFrame / timeBetweenAnimFrames);

		// If there's nothing to do, return:
		if (framesToAdvance < 1)
		{
			if (crossfadeFrames)
				SetColor(new Color(1f, 1f, 1f, (1f - framesToAdvance)));
			return true;
		}

		//timeSinceLastFrame -= timeBetweenAnimFrames * (float)framesToAdvance;

		while (framesToAdvance >= 1f)
		{
			if (curAnim.GetNextFrame(ref frameInfo))
			{
				framesToAdvance -= 1f;
				timeSinceLastFrame -= timeBetweenAnimFrames;
#if SPRITE_FRAME_DELEGATE
				// Notify the delegate:
				if(framesToAdvance >= 1f)
					if (animFrameDelegate != null)
						animFrameDelegate(this, curAnim.GetCurPosition());
#endif
			}
			else
			{
				// We reached the end of our animation
				if (crossfadeFrames)
					SetColor(Color.white);

				// See if we should revert to a static appearance,
				// default anim, or do nothing, etc:
				switch (curAnim.onAnimEnd)
				{
					case UVAnimation.ANIM_END_ACTION.Do_Nothing:
						PauseAnim();

						// Update mesh UVs:
						uvRect = frameInfo.uvs;
						SetBleedCompensation();

						// Resize if selected:
						if (autoResize || pixelPerfect)
							CalcSize();
						break;

					case UVAnimation.ANIM_END_ACTION.Revert_To_Static:
						RevertToStatic();
						curAnim = null;
						break;

					case UVAnimation.ANIM_END_ACTION.Play_Default_Anim:
						// Notify the delegates:
#if SPRITE_FRAME_DELEGATE
						if (animFrameDelegate != null)
							animFrameDelegate(this, curAnim.GetCurPosition());
#endif
						if (animCompleteDelegate != null)
							animCompleteDelegate(this);

						// Play the default animation:
						PlayAnim(defaultAnim);
						return false;

					case UVAnimation.ANIM_END_ACTION.Hide:
						Hide(true);
						break;
					case UVAnimation.ANIM_END_ACTION.Deactivate:
						gameObject.active = false;
						break;
					case UVAnimation.ANIM_END_ACTION.Destroy:
						// Notify the delegates:
#if SPRITE_FRAME_DELEGATE
						if (animFrameDelegate != null)
							animFrameDelegate(this, curAnim.GetCurPosition());
#endif
						if (animCompleteDelegate != null)
							animCompleteDelegate(this);

						Delete();
						Destroy(gameObject);
						break;
				}

				// Notify the delegates:
#if SM2_FRAME_DELEGATE
			if (animFrameDelegate != null)
				animFrameDelegate(this, curAnim.GetCurPosition());
#endif
				if (animCompleteDelegate != null)
					animCompleteDelegate(this);

				// Check to see if we are still animating
				// before setting the curAnim to null.
				// Animating should be turned off if
				// PauseAnim() was called above, or if we
				// reverted to static.  But it could have
				// been turned on again by the 
				// animCompleteDelegate.
				if (!animating)
					curAnim = null;

				return false;
			}
		}

		// Cross-fade to the next frame:
		if(crossfadeFrames)
		{
			UVAnimation curClip = curAnim.GetCurrentClip();
			int curClipNum = curAnim.GetCurClipNum();
			int curFrame = curClip.GetCurPosition();
			int multiStepDir = curAnim.StepDirection;
			int clipStepDir = curClip.StepDirection;

			curAnim.GetNextFrame(ref nextFrameInfo);

			Vector2[] uvs2 = m_spriteMesh.uvs2;
			Rect nextUV = nextFrameInfo.uvs;
			uvs2[0].x = nextUV.xMin; uvs2[0].y = nextUV.yMax;
			uvs2[1].x = nextUV.xMin; uvs2[1].y = nextUV.yMin;
			uvs2[2].x = nextUV.xMax; uvs2[2].y = nextUV.yMin;
			uvs2[3].x = nextUV.xMax; uvs2[3].y = nextUV.yMax;

			// Undo our advance:
			curAnim.SetCurClipNum(curClipNum);
			curClip.SetCurrentFrame(curFrame);
			curAnim.StepDirection = multiStepDir;
			curClip.StepDirection = clipStepDir;

			SetColor(new Color(1f, 1f, 1f, (1f - framesToAdvance)));
		}

#if SM2_FRAME_DELEGATE
		if (animFrameDelegate != null)
			animFrameDelegate(this, curAnim.GetCurPosition());
#endif

		// Update mesh UVs:
		uvRect = frameInfo.uvs;
		SetBleedCompensation();

		// Resize if selected:
		if (autoResize || pixelPerfect)
			CalcSize();

		//timeSinceLastFrame = 0;

		return true;
	}
Exemple #4
0
    /*
     *      // Steps to the next frame of sprite animation
     *      public bool StepAnim(float time)
     *      {
     *              if (curAnim == null)
     *                      return false;
     *
     *              timeSinceLastFrame += time;
     *
     *              framesToAdvance = (int)(timeSinceLastFrame / timeBetweenAnimFrames);
     *
     *              // If there's nothing to do, return:
     *              if (framesToAdvance < 1)
     *                      return true;
     *
     *              while (framesToAdvance > 0)
     *              {
     *                      if (curAnim.GetNextFrame(ref lowerLeftUV))
     *                              --framesToAdvance;
     *                      else
     *                      {
     *                              // We reached the end of our animation
     *                              if (animCompleteDelegate != null)
     *                                      animCompleteDelegate();
     *
     *                              // Update mesh UVs:
     *                              UpdateUVs();
     *                              PauseAnim();
     *                              animating = false;
     *
     *                              return false;
     *                      }
     *              }
     *
     *              // Update mesh UVs:
     *              UpdateUVs();
     *
     *              timeSinceLastFrame = 0;
     *
     *              return true;
     *      }
     */

    // Steps to the next frame of sprite animation
    public override bool StepAnim(float time)
    {
        if (curAnim == null)
        {
            return(false);
        }

        timeSinceLastFrame += Mathf.Max(0, time);
        //timeSinceLastFrame += time;

        framesToAdvance = (timeSinceLastFrame / timeBetweenAnimFrames);

        // If there's nothing to do, return:
        if (framesToAdvance < 1)
        {
            if (crossfadeFrames)
            {
                SetColor(new Color(1f, 1f, 1f, (1f - framesToAdvance)));
            }
            return(true);
        }

        //timeSinceLastFrame -= timeBetweenAnimFrames * (float)framesToAdvance;

        while (framesToAdvance >= 1f)
        {
            if (curAnim.GetNextFrame(ref frameInfo))
            {
#if SPRITE_FRAME_DELEGATE
                // Notify the delegate:
                if (framesToAdvance >= 1f)
                {
                    if (animFrameDelegate != null)
                    {
                        animFrameDelegate(this, curAnim.GetCurPosition());
                    }
                }
#endif
                framesToAdvance    -= 1f;
                timeSinceLastFrame -= timeBetweenAnimFrames;
            }
            else
            {
                // We reached the end of our animation
                if (crossfadeFrames)
                {
                    SetColor(Color.white);
                }

                // See if we should revert to a static appearance,
                // default anim, or do nothing, etc:
                switch (curAnim.onAnimEnd)
                {
                case UVAnimation.ANIM_END_ACTION.Do_Nothing:
                    PauseAnim();

                    // Update mesh UVs:
                    uvRect = frameInfo.uvs;
                    SetBleedCompensation();

                    // Resize if selected:
                    if (autoResize || pixelPerfect)
                    {
                        CalcSize();
                    }
                    break;

                case UVAnimation.ANIM_END_ACTION.Revert_To_Static:
                    RevertToStatic();
                    curAnim = null;
                    break;

                case UVAnimation.ANIM_END_ACTION.Play_Default_Anim:
                    // Notify the delegates:

                    /*
                     #if SPRITE_FRAME_DELEGATE
                     *                                              if (animFrameDelegate != null)
                     *                                                      animFrameDelegate(this, curAnim.GetCurPosition());
                     #endif
                     */
                    if (animCompleteDelegate != null)
                    {
                        animCompleteDelegate(this);
                    }

                    // Play the default animation:
                    PlayAnim(defaultAnim);
                    return(false);

                case UVAnimation.ANIM_END_ACTION.Hide:
                    Hide(true);
                    break;

                case UVAnimation.ANIM_END_ACTION.Deactivate:
#if UNITY_4_0 || UNITY_4_1 || UNITY_4_2 || UNITY_4_3 || UNITY_4_4 || UNITY_4_5 || UNITY_4_6 || UNITY_4_7 || UNITY_4_8 || UNITY_4_9
                    gameObject.SetActive(false);
#else
                    gameObject.active = false;
#endif
                    break;

                case UVAnimation.ANIM_END_ACTION.Destroy:
                    // Notify the delegates:

                    /*
                     #if SPRITE_FRAME_DELEGATE
                     *                                              if (animFrameDelegate != null)
                     *                                                      animFrameDelegate(this, curAnim.GetCurPosition());
                     #endif
                     */
                    if (animCompleteDelegate != null)
                    {
                        animCompleteDelegate(this);
                    }

                    Delete();
                    Destroy(gameObject);
                    break;
                }

                // Notify the delegates:

                /*
                 #if SM2_FRAME_DELEGATE
                 *                      if (animFrameDelegate != null)
                 *                              animFrameDelegate(this, curAnim.GetCurPosition());
                 #endif
                 */
                if (animCompleteDelegate != null)
                {
                    animCompleteDelegate(this);
                }

                // Check to see if we are still animating
                // before setting the curAnim to null.
                // Animating should be turned off if
                // PauseAnim() was called above, or if we
                // reverted to static.  But it could have
                // been turned on again by the
                // animCompleteDelegate.
                if (!animating)
                {
                    curAnim = null;
                }

                return(false);
            }
        }

        // Cross-fade to the next frame:
        if (crossfadeFrames)
        {
            UVAnimation curClip      = curAnim.GetCurrentClip();
            int         curClipNum   = curAnim.GetCurClipNum();
            int         curFrame     = curClip.GetCurPosition();
            int         multiStepDir = curAnim.StepDirection;
            int         clipStepDir  = curClip.StepDirection;

            curAnim.GetNextFrame(ref nextFrameInfo);

            Vector2[] uvs2   = m_spriteMesh.uvs2;
            Rect      nextUV = nextFrameInfo.uvs;
            uvs2[0].x = nextUV.xMin; uvs2[0].y = nextUV.yMax;
            uvs2[1].x = nextUV.xMin; uvs2[1].y = nextUV.yMin;
            uvs2[2].x = nextUV.xMax; uvs2[2].y = nextUV.yMin;
            uvs2[3].x = nextUV.xMax; uvs2[3].y = nextUV.yMax;

            // Undo our advance:
            curAnim.SetCurClipNum(curClipNum);
            curClip.SetCurrentFrame(curFrame);
            curAnim.StepDirection = multiStepDir;
            curClip.StepDirection = clipStepDir;

            SetColor(new Color(1f, 1f, 1f, (1f - framesToAdvance)));
        }

        /*
         #if SM2_FRAME_DELEGATE
         *              if (animFrameDelegate != null)
         *                      animFrameDelegate(this, curAnim.GetCurPosition());
         #endif
         */
        // Update mesh UVs:
        uvRect = frameInfo.uvs;
        SetBleedCompensation();

        // Resize if selected:
        if (autoResize || pixelPerfect)
        {
            CalcSize();
        }

        //timeSinceLastFrame = 0;

        return(true);
    }