コード例 #1
0
    // Control Function -----------------------------------------------------------------
    void SetIndex(int nIndex)
    {
        if (m_Renderer != null)
        {
            int nSetIndex  = nIndex;
            int nLoopCount = nIndex / m_nFrameCount;

            switch (m_PlayMode)
            {
            case PLAYMODE.DEFAULT:  nSetIndex = nIndex % m_nFrameCount;     break;

            case PLAYMODE.INVERSE:  nSetIndex = m_nFrameCount - (nSetIndex % m_nFrameCount) - 1;    break;

            case PLAYMODE.PINGPONG:
            {
                nLoopCount = (nSetIndex / (m_nFrameCount * 2 - (nSetIndex == 0 ? 1 : 2)));
                nSetIndex  = (nSetIndex % (m_nFrameCount * 2 - (nSetIndex == 0 ? 1 : 2)));
                if (m_nFrameCount <= nSetIndex)
                {
                    nSetIndex = m_nFrameCount - (nSetIndex % m_nFrameCount) - 2;
                }
                break;
            }

            case PLAYMODE.RANDOM:   break;

            case PLAYMODE.SELECT:   nSetIndex = nIndex % m_nFrameCount;             break;
            }

            if (nSetIndex == m_nLastIndex)
            {
                return;
            }

            int     uIndex = (nSetIndex + m_nStartFrame) % m_nTilingX;
            int     vIndex = (nSetIndex + m_nStartFrame) / m_nTilingX;
            Vector2 offset = new Vector2(uIndex * m_size.x, 1.0f - m_size.y - vIndex * m_size.y);

            if (UpdateMeshUVs(new Rect(offset.x, offset.y, m_size.x, m_size.y)) == false)
            {
//              Debug.Log("m_Renderer.material");
                m_Renderer.material.mainTextureOffset = offset;
                m_Renderer.material.mainTextureScale  = m_size;
            }

            if (m_NcSpriteFactory != null)
            {
                m_NcSpriteFactory.OnAnimationChangingFrame(this, m_nLastIndex, nSetIndex, nLoopCount);
            }

            m_nLastIndex = nSetIndex;
        }
    }
コード例 #2
0
    void SetIndex(int nSeqIndex)
    {
        if (m_Renderer != null)
        {
            int nSetIndex  = m_nLastSeqIndex = nSeqIndex;
            int nLoopCount = nSeqIndex / m_nFrameCount;

            switch (m_PlayMode)
            {
            case PLAYMODE.DEFAULT:
            {
                if (m_bLoop)
                {
                    nSetIndex = CalcPartLoopInfo(nSeqIndex, ref nLoopCount) % m_nFrameCount;
                }
                else
                {
                    nSetIndex = nSeqIndex % m_nFrameCount;
                }
                break;
            }

            case PLAYMODE.INVERSE:  nSetIndex = m_nFrameCount - (nSetIndex % m_nFrameCount) - 1;    break;

            case PLAYMODE.PINGPONG:
            {
                nLoopCount = (nSetIndex / (m_nFrameCount * 2 - (nSetIndex == 0 ? 1 : 2)));
                nSetIndex  = (nSetIndex % (m_nFrameCount * 2 - (nSetIndex == 0 ? 1 : 2)));
                if (m_nFrameCount <= nSetIndex)
                {
                    nSetIndex = m_nFrameCount - (nSetIndex % m_nFrameCount) - 2;
                }
                break;
            }

            case PLAYMODE.RANDOM:   break;

            case PLAYMODE.SELECT:   nSetIndex = nSeqIndex % m_nFrameCount;          break;
            }

            if (nSetIndex == m_nLastIndex)
            {
                return;
            }

            if (m_TextureType == TEXTURE_TYPE.TileTexture)
            {
                int     uIndex = (nSetIndex + m_nStartFrame) % m_nTilingX;
                int     vIndex = (nSetIndex + m_nStartFrame) / m_nTilingX;
                Vector2 offset = new Vector2(uIndex * m_size.x, 1.0f - m_size.y - vIndex * m_size.y);

                if (UpdateMeshUVsByTileTexture(new Rect(offset.x, offset.y, m_size.x, m_size.y)) == false)
                {
                    m_Renderer.material.mainTextureOffset = offset;
                    m_Renderer.material.mainTextureScale  = m_size;
                }
            }
            else
            if (m_TextureType == TEXTURE_TYPE.TrimTexture)
            {
                UpdateSpriteTexture(nSetIndex, true);
            }
            else
            if (m_TextureType == TEXTURE_TYPE.SpriteFactory)
            {
                UpdateFactoryTexture(nSetIndex, true);
            }

            if (m_NcSpriteFactoryCom != null)
            {
                m_NcSpriteFactoryCom.OnAnimationChangingFrame(this, m_nLastIndex, nSetIndex, nLoopCount);
            }

            m_nLastIndex = nSetIndex;
        }
    }
コード例 #3
0
    void SetIndex(int nSeqIndex)
    {
        if (m_Renderer != null)
        {
            int nSetIndex  = m_nLastSeqIndex = nSeqIndex;
            int nLoopCount = nSeqIndex / m_nFrameCount;

            switch (m_PlayMode)
            {
            case PLAYMODE.DEFAULT:
            {
                if (m_bLoop)
                {
                    nSetIndex = CalcPartLoopInfo(nSeqIndex, ref nLoopCount) % m_nFrameCount;
                }
                else
                {
                    nSetIndex = nSeqIndex % m_nFrameCount;
                }
                break;
            }

            case PLAYMODE.INVERSE:  nSetIndex = m_nFrameCount - (nSetIndex % m_nFrameCount) - 1;    break;

            case PLAYMODE.PINGPONG:
            {
                nLoopCount = (nSetIndex / (m_nFrameCount * 2 - (nSetIndex == 0 ? 1 : 2)));
                nSetIndex  = (nSetIndex % (m_nFrameCount * 2 - (nSetIndex == 0 ? 1 : 2)));
                if (m_nFrameCount <= nSetIndex)
                {
                    nSetIndex = m_nFrameCount - (nSetIndex % m_nFrameCount) - 2;
                }
                break;
            }

            case PLAYMODE.RANDOM:   break;

            case PLAYMODE.SELECT:   nSetIndex = nSeqIndex % m_nFrameCount;          break;
            }

            if (nSetIndex == m_nLastIndex)
            {
                return;
            }

            if (m_TextureType == TEXTURE_TYPE.TileTexture)
            {
                int     uIndex = (nSetIndex + m_nStartFrame) % m_nTilingX;
                int     vIndex = (nSetIndex + m_nStartFrame) / m_nTilingX;
                Vector2 offset = new Vector2(uIndex * m_size.x, 1.0f - m_size.y - vIndex * m_size.y);

                if (UpdateMeshUVsByTileTexture(new Rect(offset.x, offset.y, m_size.x, m_size.y)) == false)
                {
                    m_Renderer.material.mainTextureOffset = new Vector2(offset.x - ((int)offset.x), offset.y - ((int)offset.y));
                    m_Renderer.material.mainTextureScale  = m_size;
                    AddRuntimeMaterial(m_Renderer.material);
                }
            }
            else if (m_TextureType == TEXTURE_TYPE.TrimTexture)
            {
                UpdateSpriteTexture(nSetIndex, true);
            }
            else if (m_TextureType == TEXTURE_TYPE.SpriteFactory)
            {
                UpdateFactoryTexture(nSetIndex, true);
            }
            else if (m_TextureType == TEXTURE_TYPE.MeshUv)
            {
                int uIndex = (nSetIndex + m_nStartFrame) % m_nTilingX + 1;
                int vIndex = m_nTilingY - (nSetIndex + m_nStartFrame) / m_nTilingX - 1;

                var       meshUv = m_MeshFilter.mesh.uv;
                Vector4[] value  = new Vector4[meshUv.Length];
                for (int n = 0; n < meshUv.Length; n++)
                {
                    value[n].x = uIndex;
                    value[n].y = vIndex;
                    value[n].z = 1.0f / m_nTilingX;
                    value[n].w = 1.0f / m_nTilingY;
                }


                m_MeshFilter.mesh.SetUVs(1, value.ToList());
            }
            else if (m_TextureType == TEXTURE_TYPE.MeshUvMirror)
            {
                int uIndex = (nSetIndex + m_nStartFrame) % m_nTilingX;
                int vIndex = m_nTilingY - (nSetIndex + m_nStartFrame) / m_nTilingX - 1;

                var uv = new Vector4();
                uv.x = (uIndex + 0) / (float)m_nTilingX;
                uv.y = (vIndex + 0) / (float)m_nTilingY;
                uv.z = (uIndex + 1) / (float)m_nTilingX;
                uv.w = (vIndex + 1) / (float)m_nTilingY;



                m_MeshFilter.mesh.SetUVs(1, new List <Vector4>()
                {
                    uv, uv, uv, uv
                });
            }


            if (m_NcSpriteFactoryCom != null)
            {
                m_NcSpriteFactoryCom.OnAnimationChangingFrame(this, m_nLastIndex, nSetIndex, nLoopCount);
            }
            if (m_OnChangeFrameComponent != null)
            {
                m_OnChangeFrameComponent.SendMessage(m_OnChangeFrameFunction, nSetIndex, SendMessageOptions.DontRequireReceiver);
            }

            m_nLastIndex = nSetIndex;
        }
    }