/// <summary> /// Like PlayAnim, but plays the animation in reverse. /// See <see cref="PlayAnim"/>. /// </summary> /// <param name="anim">Reference to the animation to play in reverse.</param> public void PlayAnimInReverse(UVAnimation_Multi anim) { #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 if (deleted || !gameObject.activeInHierarchy) #else if (deleted || !gameObject.active) #endif { return; } if (!m_started) { Start(); } curAnim = anim; curAnim.Reset(); curAnim.PlayInReverse(); // Ensure the framerate is not 0 so we don't // divide by zero: if (anim.framerate != 0.0f) { timeBetweenAnimFrames = 1f / anim.framerate; } else { timeBetweenAnimFrames = 1f; // Just some dummy value since it won't be used } timeSinceLastFrame = timeBetweenAnimFrames; // Only add to the animated list if // the animation has more than 1 frame: if ((anim.GetFrameCount() > 1 || anim.onAnimEnd != UVAnimation.ANIM_END_ACTION.Do_Nothing) && anim.framerate != 0.0f) { StepAnim(0); // Start coroutine if (!animating) { //animating = true; AddToAnimatedList(); //StartCoroutine(AnimationPump()); } } else { // Make sure we are no longer in the animation pump: PauseAnim(); // Since this is a single-frame anim, // call our delegate before setting // the frame so that our behavior is // consistent with multi-frame anims: if (animCompleteDelegate != null) { animCompleteDelegate(this); } StepAnim(0); } }
/* * // Steps to the next frame of sprite animation * public override bool StepAnim() * { * if (curAnim == null) * return false; * * if (!curAnim.GetNextFrame(ref uvRect)) * { * // We reached the end of our animation * * // See if we should revert to a static appearance, * // default anim, or do nothing: * if (curAnim.onAnimEnd == UVAnimation.ANIM_END_ACTION.Do_Nothing) * { * PauseAnim(); * * // Update mesh UVs: * SetBleedCompensation(); * * // Resize if selected: * if (autoResize || pixelPerfect) * CalcSize(); * } * else if (curAnim.onAnimEnd == UVAnimation.ANIM_END_ACTION.Revert_To_Static) * RevertToStatic(); * else if (curAnim.onAnimEnd == UVAnimation.ANIM_END_ACTION.Play_Default_Anim) * { * // Notify the delegate: * if (animCompleteDelegate != null) * animCompleteDelegate(); * * // Play the default animation: * PlayAnim(defaultAnim); * * return false; * } * * // Notify the delegate: * if (animCompleteDelegate != null) * animCompleteDelegate(); * * // 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; * } * * // Update mesh UVs: * SetBleedCompensation(); * * UpdateUVs(); * * // Resize if selected: * if (autoResize || pixelPerfect) * CalcSize(); * * return true; * }*/ /// <summary> /// Starts playing the specified animation /// Note: this doesn't resume from a pause, /// it completely restarts the animation. To /// unpause, use <see cref="UnpauseAnim"/>. /// </summary> /// <param name="anim">A reference to the animation to play.</param> public void PlayAnim(UVAnimation_Multi anim) { if (deleted || !gameObject.active) { return; } curAnim = anim; curAnimIndex = curAnim.index; curAnim.Reset(); // Ensure the framerate is not 0 so we don't // divide by zero: if (anim.framerate != 0.0f) { timeBetweenAnimFrames = 1f / anim.framerate; } else { timeBetweenAnimFrames = 1f; // Just some dummy value since it won't be used } timeSinceLastFrame = timeBetweenAnimFrames; // Only add to the animated list if // the animation has more than 1 frame // or the framerate is non-zero: if ((anim.GetFrameCount() > 1 || anim.onAnimEnd != UVAnimation.ANIM_END_ACTION.Do_Nothing) && anim.framerate != 0.0f) { StepAnim(0); // Start coroutine if (!animating) { //animating = true; AddToAnimatedList(); //StartCoroutine(AnimationPump()); } } else { // Since this is a single-frame anim, // call our delegate before setting // the frame so that our behavior is // consistent with multi-frame anims: if (animCompleteDelegate != null) { animCompleteDelegate(this); } StepAnim(0); } }
/// <summary> /// Stops the current animation from playing /// and resets it to the beginning for playing /// again. The sprite then reverts to the static /// (non-animating default) image. /// </summary> public override void StopAnim() { // Stop coroutine //animating = false; RemoveFromAnimatedList(); //StopAllCoroutines(); // Reset the animation: if (curAnim != null) { curAnim.Reset(); } // Revert to our static appearance: RevertToStatic(); }
/// <summary> /// Like PlayAnim, but plays the animation in reverse. /// See <see cref="PlayAnim"/>. /// </summary> /// <param name="anim">Reference to the animation to play in reverse.</param> public void PlayAnimInReverse(UVAnimation_Multi anim) { curAnim = anim; curAnim.Reset(); curAnim.PlayInReverse(); // Ensure the framerate is not 0 so we don't // divide by zero: anim.framerate = Mathf.Max(0.0001f, anim.framerate); timeBetweenAnimFrames = 1f / anim.framerate; timeSinceLastFrame = timeBetweenAnimFrames; // Only add to the animated list if // the animation has more than 1 frame: if (anim.GetFrameCount() > 1) { StepAnim(0); // Start coroutine if (!animating) { //animating = true; AddToAnimatedList(); //StartCoroutine(AnimationPump()); } } else { // Since this is a single-frame anim, // call our delegate before setting // the frame so that our behavior is // consistent with multi-frame anims: if (animCompleteDelegate != null) { animCompleteDelegate(this); } StepAnim(0); } }
/// <summary> /// Like PlayAnim, but plays the animation in reverse. /// See <see cref="PlayAnim"/>. /// </summary> /// <param name="anim">Reference to the animation to play in reverse.</param> public void PlayAnimInReverse(UVAnimation_Multi anim) { if (deleted || !gameObject.active) return; if (!m_started) Start(); curAnim = anim; curAnim.Reset(); curAnim.PlayInReverse(); // Ensure the framerate is not 0 so we don't // divide by zero: if (anim.framerate != 0.0f) { timeBetweenAnimFrames = 1f / anim.framerate; } else { timeBetweenAnimFrames = 1f; // Just some dummy value since it won't be used } timeSinceLastFrame = timeBetweenAnimFrames; // Only add to the animated list if // the animation has more than 1 frame: if ((anim.GetFrameCount() > 1 || anim.onAnimEnd != UVAnimation.ANIM_END_ACTION.Do_Nothing) && anim.framerate != 0.0f) { StepAnim(0); // Start coroutine if (!animating) { //animating = true; AddToAnimatedList(); //StartCoroutine(AnimationPump()); } } else { // Make sure we are no longer in the animation pump: PauseAnim(); // Since this is a single-frame anim, // call our delegate before setting // the frame so that our behavior is // consistent with multi-frame anims: if (animCompleteDelegate != null) animCompleteDelegate(this); StepAnim(0); } }
/* // Steps to the next frame of sprite animation public override bool StepAnim() { if (curAnim == null) return false; if (!curAnim.GetNextFrame(ref uvRect)) { // We reached the end of our animation // See if we should revert to a static appearance, // default anim, or do nothing: if (curAnim.onAnimEnd == UVAnimation.ANIM_END_ACTION.Do_Nothing) { PauseAnim(); // Update mesh UVs: SetBleedCompensation(); // Resize if selected: if (autoResize || pixelPerfect) CalcSize(); } else if (curAnim.onAnimEnd == UVAnimation.ANIM_END_ACTION.Revert_To_Static) RevertToStatic(); else if (curAnim.onAnimEnd == UVAnimation.ANIM_END_ACTION.Play_Default_Anim) { // Notify the delegate: if (animCompleteDelegate != null) animCompleteDelegate(); // Play the default animation: PlayAnim(defaultAnim); return false; } // Notify the delegate: if (animCompleteDelegate != null) animCompleteDelegate(); // 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; } // Update mesh UVs: SetBleedCompensation(); UpdateUVs(); // Resize if selected: if (autoResize || pixelPerfect) CalcSize(); return true; }*/ /// <summary> /// Starts playing the specified animation /// Note: this doesn't resume from a pause, /// it completely restarts the animation. To /// unpause, use <see cref="UnpauseAnim"/>. /// </summary> /// <param name="anim">A reference to the animation to play.</param> public void PlayAnim(UVAnimation_Multi anim) { #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 if (deleted || !gameObject.activeInHierarchy) #else if (deleted || !gameObject.active) #endif return; if (!m_started) Start(); curAnim = anim; curAnimIndex = curAnim.index; curAnim.Reset(); // Ensure the framerate is not 0 so we don't // divide by zero: if (anim.framerate != 0.0f) { timeBetweenAnimFrames = 1f / anim.framerate; } else { timeBetweenAnimFrames = 1f; // Just some dummy value since it won't be used } timeSinceLastFrame = timeBetweenAnimFrames; // Only add to the animated list if // the animation has more than 1 frame // or the framerate is non-zero: if ((anim.GetFrameCount() > 1 || anim.onAnimEnd != UVAnimation.ANIM_END_ACTION.Do_Nothing) && anim.framerate != 0.0f) { StepAnim(0); // Start coroutine if (!animating) { //animating = true; AddToAnimatedList(); //StartCoroutine(AnimationPump()); } } else { // Make sure we are no longer in the animation pump: PauseAnim(); // Since this is a single-frame anim, // call our delegate before setting // the frame so that our behavior is // consistent with multi-frame anims: if (animCompleteDelegate != null) { // See if we need to delay calling // our delegate to be consistent // with our framerate: if (anim.framerate != 0) { Invoke("CallAnimCompleteDelegate", 1f / anim.framerate); } else animCompleteDelegate(this); } StepAnim(0); } }
/// <summary> /// Like PlayAnim, but plays the animation in reverse. /// See <see cref="PlayAnim"/>. /// </summary> /// <param name="anim">Reference to the animation to play in reverse.</param> public void PlayAnimInReverse(UVAnimation_Multi anim) { curAnim = anim; curAnim.Reset(); curAnim.PlayInReverse(); // Ensure the framerate is not 0 so we don't // divide by zero: anim.framerate = Mathf.Max(0.0001f, anim.framerate); timeBetweenAnimFrames = 1f / anim.framerate; timeSinceLastFrame = timeBetweenAnimFrames; // Only add to the animated list if // the animation has more than 1 frame: if (anim.GetFrameCount() > 1) { StepAnim(0); // Start coroutine if (!animating) { //animating = true; AddToAnimatedList(); //StartCoroutine(AnimationPump()); } } else { // Since this is a single-frame anim, // call our delegate before setting // the frame so that our behavior is // consistent with multi-frame anims: if (animCompleteDelegate != null) animCompleteDelegate(this); StepAnim(0); } }