Exemple #1
0
 public void StartSpriteSequence(BaseSpriteSequenceInfor infor, UnityEngine.UI.Image img)
 {
     if (infor != null)
     {
         StartSpriteSequence(infor.AnimationName, img);
     }
 }
Exemple #2
0
        /// <summary>
        /// 强制停止和移除
        /// </summary>
        /// <param name="sequenceInfor"></param>
        public void ForceStopSequence(BaseSpriteSequenceInfor sequenceInfor)
        {
            if (sequenceInfor == null)
            {
                Debug.LogError("ForceStopSequence Fail");
                return;
            }
            int index = -1;

            for (int dex = 0; dex < m_AllSequence.Count; ++dex)
            {
                if (m_AllSequence[dex].m_SequenceInfor == sequenceInfor)
                {
                    index = dex;
                    break;
                }
            }
            if (index != -1)
            {
                m_AllSequence.RemoveAt(index);
                sequenceInfor.StopAndClearSequence(); //清理资源
                Debug.Log("Stop And Remove Sequence Success  " + sequenceInfor.AnimationName);
            }
            //else
            //{
            //    Debug.LogError("Can't Find This Sequence " + sequenceInfor.AnimationName);
            //}
        }
Exemple #3
0
 /// <summary>
 /// 暂停
 /// </summary>
 /// <param name="sequenceInfor"></param>
 public void ForcePauseSequence(BaseSpriteSequenceInfor sequenceInfor)
 {
     if (sequenceInfor == null)
     {
         return;
     }
     for (int dex = 0; dex < m_AllSequence.Count; ++dex)
     {
         if (m_AllSequence[dex].m_SequenceInfor == sequenceInfor)
         {
             sequenceInfor.ForcePauseSequence();
             return;
         }
     }
     Debug.LogError("ForcePauseSequence Fail,Not Exit");
 }
Exemple #4
0
 /// <summary>
 /// 将参数的序列帧动画加入到管理器中
 /// </summary>
 /// <param name="infor"></param>
 public void RecordSpriteSequence(BaseSpriteSequenceInfor infor)
 {
     if (infor == null)
     {
         Debug.LogError("RecordSpriteSequence Fail, Animation is Null");
         return;
     }
     if (m_AllSpriteSequenceDic.ContainsKey(infor.AnimationName))
     {
         Debug.Log("This SpriteSequence is Exit,Will overlap Previous " + infor.AnimationName);
         m_AllSpriteSequenceDic[infor.AnimationName] = infor;
     }
     else
     {
         m_AllSpriteSequenceDic.Add(infor.AnimationName, infor);
     }
 }