// Update is called once per frame void Update() { fpsCounter += Time.deltaTime; if (fpsCounter >= fpsTarget) { fpsCounter = 0; UpdateFrame(wcAnimation.GetAnimationSprites()[animationFrameIndex]); animationFrameIndex++; if (animationFrameIndex >= wcAnimation.Count) { if (mode == Mode.Loop) { animationFrameIndex = 0; } else if (mode == Mode.PlayOnce) { animationFinished.Execute(true); if (destroyOnAnimationFinish != null) { Destroy(destroyOnAnimationFinish); } if (this != null) { Destroy(this); } } } } }
// Use this for initialization void Start() { wcAnimation = WCAnimationManager.GetAnimation(animationID); fpsTarget = 1.0f / (float)fps; animationOutput.sprite = wcAnimation.GetAnimationSprites()[0]; animationOutput.preserveAspect = true; }
// Use this for initialization void Start() { wcAnimation = WCAnimationManager.GetAnimation(animationID); fpsTarget = 1.0f / (float)fps; OnStart(); UpdateFrame(wcAnimation.GetAnimationSprites()[0]); }
// Update is called once per frame void Update() { fpsCounter += Time.deltaTime; if (fpsCounter >= fpsTarget) { fpsCounter = 0; animationOutput.sprite = wcAnimation.GetAnimationSprites()[animationFrameIndex]; animationOutput.SetNativeSize(); animationFrameIndex++; if (animationFrameIndex >= wcAnimation.Count) { animationFrameIndex = 0; } } }