コード例 #1
0
 public void SetUp()
 {
     _controlDriver = new ControlDriver(DriverName, true);
     _keyframes     = new int[3].Select(_ => new SimpleCel()).ToArray();
     _testedNode    = SimpleAnimationNode.Create <SimpleAnimationNode>(
         _controlDriver,
         _keyframes
         );
 }
コード例 #2
0
        protected void Awake()
        {
            var drivers = new DriverDictionary();

            drivers.keys.Add(EventDriver);
            drivers.values.Add(0);
            var frame = new SimpleCel(drivers: drivers);

            Frames = new[] { frame };
            Root   = SimpleAnimationNode.Create <SimpleAnimationNode>(cels: Frames);

            Renderer        = gameObject.AddComponent <SpriteRenderer>();
            Reanimator      = gameObject.AddComponent <Reanimator>();
            Reanimator.root = Root;
        }
コード例 #3
0
        private static void CreateFromTextures()
        {
            var trailingNumbersRegex = new Regex(@"(\d+$)");

            var sprites  = new List <Sprite>();
            var textures = Selection.GetFiltered <Texture2D>(SelectionMode.Assets);

            foreach (var texture in textures)
            {
                string path = AssetDatabase.GetAssetPath(texture);
                sprites.AddRange(AssetDatabase.LoadAllAssetsAtPath(path).OfType <Sprite>());
            }

            var cels = sprites
                       .OrderBy(
                sprite =>
            {
                var match = trailingNumbersRegex.Match(sprite.name);
                return(match.Success ? int.Parse(match.Groups[0].Captures[0].ToString()) : 0);
            }
                )
                       .Select(sprite => new SimpleCel(sprite))
                       .ToArray();

            var asset = SimpleAnimationNode.Create <SimpleAnimationNode>(
                cels: cels
                );
            string baseName = trailingNumbersRegex.Replace(textures[0].name, "");

            asset.name = baseName + "_animation";

            string assetPath = Path.GetDirectoryName(AssetDatabase.GetAssetPath(textures[0]));

            AssetDatabase.CreateAsset(asset, Path.Combine(assetPath ?? Application.dataPath, asset.name + ".asset"));
            AssetDatabase.SaveAssets();
        }