public bool loadAnimation(string animStr, Unit.Orientation or, Sprite[] sprites) { SpriteAnimation spAnimation = new SpriteAnimation(sprites, 0.2f); //Debug.Log ("sprites " + sprites.Length + " animStr " + animStr); if (animations.ContainsKey(animStr)) { animations[animStr].Add(or, spAnimation); } else { Dictionary <Unit.Orientation, SpriteAnimation> dic = new Dictionary <Unit.Orientation, SpriteAnimation> (); dic.Add(or, spAnimation); animations.Add(animStr, dic); } return(true); }
public void setAnim(string animName, Unit.Orientation or, int animationMode = SpriteAnimation.ANIMATION_LOOPING) { if (or == Unit.Orientation.Or_W) { spriteTransform.rotation = flipRight; or = Unit.Orientation.Or_E; } else if (or == Unit.Orientation.Or_E) { spriteTransform.rotation = flipLeft; } curAnim = animations[animName][or]; if (this.animationMode != animationMode) { this.animationMode = animationMode; } }
public void setActionFrames(string animStr, Unit.Orientation or, int frame, IList <System.Action> actions) { animations[animStr][or].keyFrames[frame].events = actions; }
public void setAnimSpeed(float speed, string animName, Unit.Orientation or) { animations[animName][or].setSpeed(speed); }
public float getAnimSpeed(string animName, Unit.Orientation or) { return(animations[animName][or].getSpeed()); }
public float getAnimDurationUntilFrame(short frame, string animName, Unit.Orientation or) { return(animations[animName][or].getDurationUntil(frame) * 1 / speed); }
public float getAnimDurationSec(string animName, Unit.Orientation or) { return(animations[animName][or].getDuration() * 1 / speed); }