houses the information that a SpriteT requires for animation
Exemple #1
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		/// <summary>
		/// returns a SpriteAnimation given an animationName where the animationName is the region's "filename" metadata 
		/// in the TexturePacker atlas minus the framenumbers at the end
		/// </summary>
		/// <returns>The sprite animation.</returns>
		/// <param name="animationName">Animation name.</param>
		public SpriteAnimation getSpriteAnimation( string animationName )
		{
			// create the cache Dictionary if necessary. Return the animation direction if already cached.
			if( _spriteAnimations == null )
				_spriteAnimations = new Dictionary<string,SpriteAnimation>();
			else if( _spriteAnimations.ContainsKey( animationName ) )
				return _spriteAnimations[animationName];

			if( spriteAnimationDetails.ContainsKey( animationName ) )
			{
				var frames = spriteAnimationDetails[animationName];
				var animation = new SpriteAnimation
				{
					fps = _animationFPS
				};

				for( var i = 0; i < frames.Count; i++ )
					animation.addFrame( subtextures[frames[i]] );

				_spriteAnimations[animationName] = animation;

				return animation;

			}

			throw new KeyNotFoundException( animationName );
		}
Exemple #2
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        /// <summary>
        /// returns a SpriteAnimation given an animationName where the animationName is the folder that contains the images
        /// </summary>
        /// <returns>The sprite animation.</returns>
        /// <param name="animationName">Animation name.</param>
        public SpriteAnimation getSpriteAnimation( string animationName )
        {
            Point point;
            if( _spriteAnimationDetails.TryGetValue( animationName, out point ) )
            {
                var animation = new SpriteAnimation {
                    fps = _animationFPS
                };

                for( var i = point.X; i <= point.Y; i++ )
                    animation.addFrame( subtextures[i] );

                return animation;
            }

            throw new KeyNotFoundException( animationName );
        }
Exemple #3
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        void IUpdatable.update()
        {
            if (_currentAnimation == null || !isPlaying)
            {
                return;
            }

            // handle delay
            if (!_delayComplete && _elapsedDelay < _currentAnimation.delay)
            {
                _elapsedDelay += Time.deltaTime;
                if (_elapsedDelay >= _currentAnimation.delay)
                {
                    _delayComplete = true;
                }

                return;
            }

            // count backwards if we are going in reverse
            if (_isReversed)
            {
                _totalElapsedTime -= Time.deltaTime;
            }
            else
            {
                _totalElapsedTime += Time.deltaTime;
            }


            _totalElapsedTime        = Mathf.clamp(_totalElapsedTime, 0f, _currentAnimation.totalDuration);
            _completedIterations     = Mathf.floorToInt(_totalElapsedTime / _currentAnimation.iterationDuration);
            _isLoopingBackOnPingPong = false;


            // handle ping pong loops. if loop is false but pingPongLoop is true we allow a single forward-then-backward iteration
            if (_currentAnimation.pingPong)
            {
                if (_currentAnimation.loop || _completedIterations < 2)
                {
                    _isLoopingBackOnPingPong = _completedIterations % 2 != 0;
                }
            }


            var elapsedTime = 0f;

            if (_totalElapsedTime < _currentAnimation.iterationDuration)
            {
                elapsedTime = _totalElapsedTime;
            }
            else
            {
                elapsedTime = _totalElapsedTime % _currentAnimation.iterationDuration;

                // if we arent looping and elapsedTime is 0 we are done. Handle it appropriately
                if (!_currentAnimation.loop && elapsedTime == 0)
                {
                    // the animation is done so fire our event
                    if (onAnimationCompletedEvent != null)
                    {
                        onAnimationCompletedEvent(_currentAnimationKey);
                    }

                    isPlaying = false;

                    switch (_currentAnimation.completionBehavior)
                    {
                    case AnimationCompletionBehavior.RemainOnFinalFrame:
                        return;

                    case AnimationCompletionBehavior.RevertToFirstFrame:
                        setSubtexture(_currentAnimation.frames[0]);
                        return;

                    case AnimationCompletionBehavior.HideSprite:
                        _subtexture       = null;
                        _currentAnimation = null;
                        return;
                    }
                }
            }


            // if we reversed the animation and we reached 0 total elapsed time handle un-reversing things and loop continuation
            if (_isReversed && _totalElapsedTime <= 0)
            {
                _isReversed = false;

                if (_currentAnimation.loop)
                {
                    _totalElapsedTime = 0f;
                }
                else
                {
                    // the animation is done so fire our event
                    if (onAnimationCompletedEvent != null)
                    {
                        onAnimationCompletedEvent(_currentAnimationKey);
                    }

                    isPlaying = false;
                    return;
                }
            }

            // time goes backwards when we are reversing a ping-pong loop
            if (_isLoopingBackOnPingPong)
            {
                elapsedTime = _currentAnimation.iterationDuration - elapsedTime;
            }


            // fetch our desired frame
            var desiredFrame = Mathf.floorToInt(elapsedTime / _currentAnimation.secondsPerFrame);

            if (desiredFrame != currentFrame)
            {
                currentFrame = desiredFrame;
                setSubtexture(_currentAnimation.frames[currentFrame]);
                handleFrameChanged();

                // ping-pong needs special care. we don't want to double the frame time when wrapping so we man-handle the totalElapsedTime
                if (_currentAnimation.pingPong && (currentFrame == 0 || currentFrame == _currentAnimation.frames.Count - 1))
                {
                    if (_isReversed)
                    {
                        _totalElapsedTime -= _currentAnimation.secondsPerFrame;
                    }
                    else
                    {
                        _totalElapsedTime += _currentAnimation.secondsPerFrame;
                    }
                }
            }
        }
Exemple #4
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 /// <summary>
 /// Sprite needs a Subtexture at constructor time so the first frame of the passed in animation will be used for this constructor
 /// </summary>
 /// <param name="animationKey">Animation key.</param>
 /// <param name="animation">Animation.</param>
 public Sprite(TEnum animationKey, SpriteAnimation animation) : this(null, animation.frames[0])
 {
     addAnimation(animationKey, animation);
 }
Exemple #5
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 public void stop()
 {
     isPlaying         = false;
     _currentAnimation = null;
 }
Exemple #6
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 public void stop()
 {
     isPlaying         = false;
     subtexture        = null;
     _currentAnimation = null;
 }