コード例 #1
0
ファイル: exSpriteAnimation.cs プロジェクト: ShunMc/ex2D
    // ------------------------------------------------------------------
    /// \param _name the name of the animation to play
    /// \param _index the frame index
    /// Play the animation by _name, start from the _index of frame
    // ------------------------------------------------------------------

    public void Play(string _name, int _index)
    {
        curAnimation = GetAnimation(_name);
        if (curAnimation != null)
        {
            if (_index == 0)
            {
                curAnimation.time = 0.0f;
            }
            else if (_index > 0 && _index < curAnimation.frameTimes.Count)
            {
                curAnimation.time = curAnimation.frameTimes[_index];
            }
            playing = true;
            if (curAnimation.speed >= 0.0f)
            {
                lastEventInfoIndex = -1;
            }
            else
            {
                lastEventInfoIndex = curAnimation.clip.eventInfos.Count;
            }

            exSpriteAnimClip.FrameInfo fi = curAnimation.clip.frameInfos[_index];
            if (fi != null)
            {
                sprite.SetSprite(fi.atlas, fi.index);
            }
            enabled = true;
        }
    }
コード例 #2
0
ファイル: exSpriteAnimation.cs プロジェクト: toth3max/ex2d-v1
    // ------------------------------------------------------------------
    // Desc:
    // ------------------------------------------------------------------

    void Step(exSpriteAnimState _animState)
    {
        if (_animState == null)
        {
            curWrappedTime = 0.0f;
            curIndex       = -1;
            return;
        }

        curWrappedTime = _animState.clip.WrapSeconds(_animState.time, _animState.wrapMode);
#if UNITY_FLASH
        curIndex = _animState.frameTimes.Count - 1;
        for (int i = 0; i < _animState.frameTimes.Count; ++i)
        {
            if (_animState.frameTimes[i] > curWrappedTime)
            {
                curIndex = i;
                break;
            }
        }
#else
        curIndex = _animState.frameTimes.BinarySearch(curWrappedTime);
        if (curIndex < 0)
        {
            curIndex = ~curIndex;
        }
#endif
    }
コード例 #3
0
ファイル: exSpriteAnimation.cs プロジェクト: toth3max/ex2d-v1
    ///////////////////////////////////////////////////////////////////////////////
    // functions
    ///////////////////////////////////////////////////////////////////////////////

    // ------------------------------------------------------------------
    // Desc:
    // ------------------------------------------------------------------

    void Init()
    {
        if (nameToState == null)
        {
            initialized = false;
        }

        if (initialized == false)
        {
            initialized = true;

            sprite       = GetComponent <exSprite>();
            defaultAtlas = sprite.atlas;
            defaultIndex = sprite.index;

            nameToState = new Dictionary <string, exSpriteAnimState> ();
            for (int i = 0; i < animations.Count; ++i)
            {
                exSpriteAnimState state = new exSpriteAnimState(animations[i]);
                nameToState[state.name] = state;
            }

            if (defaultAnimation != null)
            {
                curAnimation = nameToState[defaultAnimation.name];
            }
        }
    }
コード例 #4
0
ファイル: exSpriteAnimation.cs プロジェクト: toth3max/ex2d-v1
    // ------------------------------------------------------------------
    // Desc:
    // ------------------------------------------------------------------

    void Play(exSpriteAnimState _animState, float _time)
    {
        curAnimation = _animState;
        if (curAnimation != null)
        {
            curAnimation.time = _time;
            playing           = true;
            if (curAnimation.speed >= 0.0f)
            {
                lastEventInfoIndex = curAnimation.clip.GetForwardEventIndex(curAnimation.time);
            }
            else
            {
                lastEventInfoIndex = curAnimation.clip.GetBackwardEventIndex(curAnimation.time);
            }

            Step(curAnimation);
            exSpriteAnimClip.FrameInfo fi = curAnimation.clip.frameInfos[curIndex];
            if (fi != null)
            {
                sprite.SetSprite(fi.atlas, fi.index);
            }
            enabled = true;
        }
    }
コード例 #5
0
ファイル: exSpriteAnimation.cs プロジェクト: toth3max/ex2d-v1
    // ------------------------------------------------------------------
    /// Stop the playing animation, take the action that setup in the
    /// exSpriteAnimState.stopAction
    // ------------------------------------------------------------------

    public void Stop()
    {
        if (curAnimation != null)
        {
            //
            exSpriteAnimClip.StopAction stopAction = curAnimation.stopAction;

            //
            curAnimation.time = 0.0f;
            curAnimation      = null;
            playing           = false;

            //
            switch (stopAction)
            {
            case exSpriteAnimClip.StopAction.DoNothing:
                // Nothing todo;
                break;

            case exSpriteAnimClip.StopAction.DefaultSprite:
                sprite.SetSprite(defaultAtlas, defaultIndex);
                break;

            case exSpriteAnimClip.StopAction.Hide:
                sprite.enabled = false;
                break;

            case exSpriteAnimClip.StopAction.Destroy:
                GameObject.Destroy(gameObject);
                break;
            }
        }
        enabled = false;
    }
コード例 #6
0
ファイル: exSpriteAnimation.cs プロジェクト: toth3max/ex2d-v1
    // ------------------------------------------------------------------
    /// \param _name the name of the animation to play
    /// \param _time the tiem to play
    /// Play the animation by _name, start from the _index of frame
    // ------------------------------------------------------------------

    public void Play(string _name, float _time)
    {
        curAnimation = GetAnimation(_name);
        if (curAnimation != null)
        {
            Play(curAnimation, _time);
        }
    }
コード例 #7
0
ファイル: exSpriteAnimation.cs プロジェクト: toth3max/ex2d-v1
    // ------------------------------------------------------------------
    /// \param _name the name of the animation to play
    /// \param _frame the frame count
    /// Play the animation by _name, start from the _frame
    // ------------------------------------------------------------------

    public void Play(string _name, int _frame)
    {
        curAnimation = GetAnimation(_name);
        if (curAnimation != null)
        {
            float unitSeconds = 1.0f / curAnimation.clip.sampleRate;
            float time        = _frame * unitSeconds;
            Play(curAnimation, time);
        }
    }
コード例 #8
0
ファイル: exSpriteAnimation.cs プロジェクト: toth3max/ex2d-v1
    // ------------------------------------------------------------------
    // Desc:
    // ------------------------------------------------------------------

    void Update()
    {
        if (playing && (curAnimation != null))
        {
            // advance the time and check if we trigger any animation events
            float delta   = Time.deltaTime * curAnimation.speed;
            float curTime = curAnimation.time;

            // advance the time
            curAnimation.time += delta;
            Step(curAnimation);

            // save the last state
            float             lastAnimTime  = curAnimation.time;
            exSpriteAnimState lastAnimation = curAnimation;

            //
            int newIdx = curAnimation.clip.TriggerEvents(this,
                                                         lastAnimation,
                                                         lastEventInfoIndex,
                                                         curTime,
                                                         delta,
                                                         curAnimation.wrapMode);

            // NOTE: it is possible in the events, user destroy this component. In this case,
            //       the curAnimation will be null.
            if (curAnimation == null ||
                curAnimation != lastAnimation ||
                lastAnimTime != curAnimation.time /*NOTE: it is possible in the event we reply the same animation*/)
            {
                return;
            }
            lastEventInfoIndex = newIdx;

            // set sprite to current time
            exSpriteAnimClip.FrameInfo fi = GetCurFrameInfo();
            if (fi != null)
            {
                sprite.SetSprite(fi.atlas, fi.index);
            }

            // check if stop
            if (curAnimation.wrapMode == WrapMode.Once ||
                curAnimation.wrapMode == WrapMode.Default)
            {
                if ((curAnimation.speed > 0.0f && curAnimation.time >= curAnimation.length) ||
                    (curAnimation.speed < 0.0f && curAnimation.time <= 0.0f))
                {
                    Stop();
                }
            }
        }
    }
コード例 #9
0
ファイル: exSpriteAnimation.cs プロジェクト: toth3max/ex2d-v1
    // ------------------------------------------------------------------
    /// \param _name the name of the animation
    /// \param _index the frame index
    /// Get the texture used in the _index of frames in the animation by _name,
    /// and set it as the default picture of the sprite
    // ------------------------------------------------------------------

    public void SetFrame(string _name, int _index)
    {
        exSpriteAnimState animState = GetAnimation(_name);

        if (animState != null &&
            _index >= 0 &&
            _index < animState.clip.frameInfos.Count)
        {
            exSpriteAnimClip.FrameInfo fi = animState.clip.frameInfos[_index];
            sprite.SetSprite(fi.atlas, fi.index);
        }
    }
コード例 #10
0
    // ------------------------------------------------------------------
    /// \param _animClip the sprite animation clip wants to add
    /// \return the instantiate animation state of the added _animClip 
    /// Add a sprite animation clip, create a new animation state and saves 
    /// it to the lookup table by the name of the clip
    /// 
    /// \note if the animation already in the exSpriteAnimation.animations, 
    /// it will do nothing
    // ------------------------------------------------------------------
    public exSpriteAnimState AddAnimation( exSpriteAnimClip _animClip )
    {
        // if we already have the animation, just return the animation state
        if ( animations.IndexOf(_animClip) != -1 ) {
            return nameToState[_animClip.name];
        }

        //
        animations.Add (_animClip);
        exSpriteAnimState state = new exSpriteAnimState(_animClip);
        nameToState[state.name] = state;
        return state;
    }
コード例 #11
0
ファイル: exSpriteAnimation.cs プロジェクト: ShunMc/ex2D
    // ------------------------------------------------------------------
    /// \param _animClip the sprite animation clip wants to add
    /// \return the instantiate animation state of the added _animClip
    /// Add a sprite animation clip, create a new animation state and saves
    /// it to the lookup table by the name of the clip
    ///
    /// \note if the animation already in the exSpriteAnimation.animations,
    /// it will do nothing
    // ------------------------------------------------------------------

    public exSpriteAnimState AddAnimation(exSpriteAnimClip _animClip)
    {
        // if we already have the animation, just return the animation state
        if (animations.IndexOf(_animClip) != -1)
        {
            return(nameToState[_animClip.name]);
        }

        //
        animations.Add(_animClip);
        exSpriteAnimState state = new exSpriteAnimState(_animClip);

        nameToState[state.name] = state;
        return(state);
    }
コード例 #12
0
ファイル: exSpriteAnimation.cs プロジェクト: ShunMc/ex2D
    ///////////////////////////////////////////////////////////////////////////////
    // functions
    ///////////////////////////////////////////////////////////////////////////////

    // ------------------------------------------------------------------
    // Desc:
    // ------------------------------------------------------------------

    void Init()
    {
        if (initialized == false)
        {
            initialized = true;

            sprite       = GetComponent <exSprite>();
            defaultAtlas = sprite.atlas;
            defaultIndex = sprite.index;

            nameToState = new Dictionary <string, exSpriteAnimState> ();
            foreach (exSpriteAnimClip clip in animations)
            {
                exSpriteAnimState state = new exSpriteAnimState(clip);
                nameToState[state.name] = state;
            }

            if (defaultAnimation != null)
            {
                curAnimation = nameToState[defaultAnimation.name];
            }
        }
    }
コード例 #13
0
ファイル: exSpriteAnimation.cs プロジェクト: toth3max/ex2d-v1
    // ------------------------------------------------------------------
    /// \param _name the name of animation state you want to add
    /// \param _animClip the sprite animation clip wants to add
    /// \return the instantiate animation state of the added _animClip
    /// Add a sprite animation clip, create a new animation state and saves
    /// it to the lookup table by the name of the clip
    ///
    /// \note if the animation already in the exSpriteAnimation.animations,
    /// it will override the old clip and return a new animation state.
    // ------------------------------------------------------------------

    public exSpriteAnimState AddAnimation(string _name, exSpriteAnimClip _animClip)
    {
        Init();
        exSpriteAnimState state = null;

        // if we already have the animation, just return the animation state
        if (animations.IndexOf(_animClip) != -1)
        {
            state = nameToState[_name];
            if (state.clip != _animClip)
            {
                state = new exSpriteAnimState(_name, _animClip);
                nameToState[_name] = state;
            }
            return(state);
        }

        //
        animations.Add(_animClip);
        state = new exSpriteAnimState(_name, _animClip);
        nameToState[_name] = state;
        return(state);
    }
コード例 #14
0
ファイル: exSpriteAnimClip.cs プロジェクト: ShunMc/ex2D
    // ------------------------------------------------------------------
    // Desc:
    // ------------------------------------------------------------------

    int BackwardTriggerEvents(exSpriteAnimation _spAnim,
                              exSpriteAnimState _lastAnim,
                              int _index,
                              float _start,
                              float _end,
                              bool _includeStart)
    {
        int idx = _index;
        exSpriteAnimState curAnim = _spAnim.GetCurrentAnimation();

        for (int i = _index - 1; i >= 0; --i)
        {
            EventInfo ei = eventInfos[i];

            if (ei.time == _start && _includeStart == false)
            {
                idx = i;
                continue;
            }

            if (ei.time >= _end)
            {
                Trigger(_spAnim, ei);
                if (curAnim == null || _lastAnim != curAnim)
                {
                    return(-1);
                }
                idx = i;
            }
            else
            {
                break;
            }
        }
        return(idx);
    }
コード例 #15
0
    // ------------------------------------------------------------------ 
    /// \param _name the name of animation state you want to add
    /// \param _animClip the sprite animation clip wants to add
    /// \return the instantiate animation state of the added _animClip 
    /// Add a sprite animation clip, create a new animation state and saves 
    /// it to the lookup table by the name of the clip
    /// 
    /// \note if the animation already in the exSpriteAnimation.animations, 
    /// it will override the old clip and return a new animation state.
    // ------------------------------------------------------------------ 

    public exSpriteAnimState AddAnimation ( string _name, exSpriteAnimClip _animClip ) {
        exSpriteAnimState state = null;

        // if we already have the animation, just return the animation state
        if ( animations.IndexOf(_animClip) != -1 ) {
            state = nameToState[_name];
            if ( state.clip != _animClip ) {
                state = new exSpriteAnimState( _name, _animClip );
                nameToState[_name] = state;
            }
            return state;
        }

        //
        animations.Add (_animClip);
        state = new exSpriteAnimState( _name, _animClip );
        nameToState[_name] = state;
        return state;
    }
コード例 #16
0
    // ------------------------------------------------------------------ 
    /// Stop the playing animation, take the action that setup in the 
    /// exSpriteAnimState.stopAction 
    // ------------------------------------------------------------------ 

    public void Stop () {
        if ( curAnimation != null ) {
            //
            exSpriteAnimClip.StopAction stopAction = curAnimation.stopAction; 

            //
            curAnimation.time = 0.0f;
            curAnimation = null;
            playing = false;

            //
            switch ( stopAction ) {
            case exSpriteAnimClip.StopAction.DoNothing:
                // Nothing todo;
                break;

            case exSpriteAnimClip.StopAction.DefaultSprite:
                sprite.SetSprite( defaultAtlas, defaultIndex );
                break;

            case exSpriteAnimClip.StopAction.Hide:
                sprite.enabled = false;
                break;

            case exSpriteAnimClip.StopAction.Destroy:
                GameObject.Destroy(gameObject);
                break;
            }
        }
        enabled = false;
    }
コード例 #17
0
    // ------------------------------------------------------------------ 
    /// \param _name the name of the animation to play
    /// \param _index the frame index
    /// Play the animation by _name, start from the _index of frame  
    // ------------------------------------------------------------------ 

    public void Play ( string _name, int _index ) {
        curAnimation = GetAnimation(_name);
        if ( curAnimation != null ) {
            if ( _index == 0 )
                curAnimation.time = 0.0f;
            else if ( _index > 0 && _index < curAnimation.frameTimes.Count )
                curAnimation.time = curAnimation.frameTimes[_index-1];
            playing = true;
            if ( curAnimation.speed >= 0.0f )
                lastEventInfoIndex = -1;
            else
                lastEventInfoIndex = curAnimation.clip.eventInfos.Count;

            exSpriteAnimClip.FrameInfo fi = curAnimation.clip.frameInfos[_index]; 
            if ( fi != null )
                sprite.SetSprite ( fi.atlas, fi.index );
            enabled = true;
        }
    }
コード例 #18
0
    ///////////////////////////////////////////////////////////////////////////////
    // functions
    ///////////////////////////////////////////////////////////////////////////////

    // ------------------------------------------------------------------ 
    // Desc: 
    // ------------------------------------------------------------------ 

    void Init () {
        if ( initialized == false ) {
            initialized = true;

            sprite = GetComponent<exSprite>();
            defaultAtlas = sprite.atlas;
            defaultIndex = sprite.index;

            nameToState = new Dictionary<string,exSpriteAnimState> ();
            foreach ( exSpriteAnimClip clip in animations ) {
                exSpriteAnimState state = new exSpriteAnimState(clip);
                nameToState[state.name] = state;
            }

            if ( defaultAnimation != null )
                curAnimation = nameToState[defaultAnimation.name];
        }
    }
コード例 #19
0
ファイル: exSpriteAnimation.cs プロジェクト: exdev/ex2d-v1
    // ------------------------------------------------------------------
    // Desc:
    // ------------------------------------------------------------------
    void Step( exSpriteAnimState _animState )
    {
        if ( _animState == null ) {
            curWrappedTime = 0.0f;
            curIndex = -1;
            return;
        }

        curWrappedTime = _animState.clip.WrapSeconds(_animState.time, _animState.wrapMode);
        #if UNITY_FLASH
        curIndex = _animState.frameTimes.Count - 1;
        for ( int i = 0; i < _animState.frameTimes.Count; ++i ) {
            if ( _animState.frameTimes[i] > curWrappedTime ) {
                curIndex = i;
                break;
            }
        }
        #else
        curIndex = _animState.frameTimes.BinarySearch(curWrappedTime);
        if ( curIndex < 0 ) {
            curIndex = ~curIndex;
        }
        #endif
    }
コード例 #20
0
ファイル: exSpriteAnimation.cs プロジェクト: exdev/ex2d-v1
    // ------------------------------------------------------------------
    // Desc:
    // ------------------------------------------------------------------
    void Play( exSpriteAnimState _animState, float _time )
    {
        curAnimation = _animState;
        if ( curAnimation != null ) {
            curAnimation.time = _time;
            playing = true;
            if ( curAnimation.speed >= 0.0f ) {
                lastEventInfoIndex = curAnimation.clip.GetForwardEventIndex(curAnimation.time);
            }
            else {
                lastEventInfoIndex = curAnimation.clip.GetBackwardEventIndex(curAnimation.time);
            }

            Step (curAnimation);
            exSpriteAnimClip.FrameInfo fi = curAnimation.clip.frameInfos[curIndex];
            if ( fi != null )
                sprite.SetSprite ( fi.atlas, fi.index );
            enabled = true;
        }
    }
コード例 #21
0
ファイル: exSpriteAnimation.cs プロジェクト: exdev/ex2d-v1
    ///////////////////////////////////////////////////////////////////////////////
    // functions
    ///////////////////////////////////////////////////////////////////////////////
    // ------------------------------------------------------------------
    // Desc:
    // ------------------------------------------------------------------
    void Init()
    {
        if ( nameToState == null ) {
            initialized = false;
        }

        if ( initialized == false ) {
            initialized = true;

            sprite = GetComponent<exSprite>();
            defaultAtlas = sprite.atlas;
            defaultIndex = sprite.index;

            nameToState = new Dictionary<string,exSpriteAnimState> ();
            for ( int i = 0; i < animations.Count; ++i ) {
                exSpriteAnimState state = new exSpriteAnimState(animations[i]);
                nameToState[state.name] = state;
            }

            if ( defaultAnimation != null )
                curAnimation = nameToState[defaultAnimation.name];
        }
    }
コード例 #22
0
ファイル: exSpriteAnimation.cs プロジェクト: exdev/ex2d-v1
 // ------------------------------------------------------------------
 /// \param _name the name of the animation to play
 /// \param _time the tiem to play
 /// Play the animation by _name, start from the _index of frame  
 // ------------------------------------------------------------------
 public void Play( string _name, float _time )
 {
     curAnimation = GetAnimation(_name);
     if ( curAnimation != null ) {
         Play ( curAnimation, _time );
     }
 }
コード例 #23
0
ファイル: exSpriteAnimation.cs プロジェクト: exdev/ex2d-v1
 // ------------------------------------------------------------------
 /// \param _name the name of the animation to play
 /// \param _frame the frame count
 /// Play the animation by _name, start from the _frame
 // ------------------------------------------------------------------
 public void Play( string _name, int _frame )
 {
     curAnimation = GetAnimation(_name);
     if ( curAnimation != null ) {
         float unitSeconds = 1.0f/curAnimation.clip.sampleRate;
         float time = _frame * unitSeconds;
         Play ( curAnimation, time );
     }
 }
コード例 #24
0
ファイル: exSpriteAnimClip.cs プロジェクト: ShunMc/ex2D
    // ------------------------------------------------------------------
    /// \param _spAnim send message to target _spAnim.gameObject
    /// \param _lastAnim last animation state
    /// \param _lastIndex last triggered event info index (-1 means from start)
    /// \param _start the start time in seconds
    /// \param _delta the delta time in seconds
    /// \param _wrapMode  the wrap mode
    /// \return return the last triggered event index
    /// Trigger events locate between the start and start+_delta time span
    // ------------------------------------------------------------------

    public int TriggerEvents(exSpriteAnimation _spAnim,
                             exSpriteAnimState _lastAnim,
                             int _lastIndex,
                             float _start,
                             float _delta,
                             WrapMode _wrapMode)
    {
        if (eventInfos.Count == 0)
        {
            return(-1);
        }
        if (_delta == 0.0f)
        {
            return(-1);
        }

        // WrapSeconds
        float t = WrapSeconds(_start, _wrapMode);

        // if we are the just start playing
        if (_lastIndex == -1)
        {
            return(ForwardTriggerEvents(_spAnim, _lastAnim, -1, t, t + _delta, true));
        }

        //
        if (_wrapMode == WrapMode.PingPong)
        {
            int cnt = (int)(_start / length);
            if (cnt % 2 == 1)
            {
                _delta = -_delta;
            }
        }

        // if we are play forward
        if (_delta > 0.0f)
        {
            if (t + _delta > length)
            {
                if (_wrapMode == WrapMode.Loop)
                {
                    float rest = t + _delta - length;
                    ForwardTriggerEvents(_spAnim, _lastAnim, _lastIndex, t, length, false);
                    exSpriteAnimState curAnim = _spAnim.GetCurrentAnimation();
                    if (curAnim == null || _lastAnim != curAnim)
                    {
                        return(-1);
                    }
                    return(ForwardTriggerEvents(_spAnim, _lastAnim, -1, 0.0f, rest, true));
                }
                else if (_wrapMode == WrapMode.PingPong)
                {
                    float rest = t + _delta - length;
                    ForwardTriggerEvents(_spAnim, _lastAnim, _lastIndex, t, length, false);
                    exSpriteAnimState curAnim = _spAnim.GetCurrentAnimation();
                    if (curAnim == null || _lastAnim != curAnim)
                    {
                        return(-1);
                    }
                    return(BackwardTriggerEvents(_spAnim, _lastAnim, eventInfos.Count, length, length - rest, false));
                }
                else
                {
                    return(ForwardTriggerEvents(_spAnim, _lastAnim, _lastIndex, t, t + _delta, false));
                }
            }
            else
            {
                return(ForwardTriggerEvents(_spAnim, _lastAnim, _lastIndex, t, t + _delta, false));
            }
        }
        else
        {
            if (t + _delta < 0.0f)
            {
                if (_wrapMode == WrapMode.Loop)
                {
                    float rest = 0.0f - (t + _delta);
                    BackwardTriggerEvents(_spAnim, _lastAnim, _lastIndex, t, 0.0f, false);
                    exSpriteAnimState curAnim = _spAnim.GetCurrentAnimation();
                    if (curAnim == null || _lastAnim != curAnim)
                    {
                        return(-1);
                    }
                    return(BackwardTriggerEvents(_spAnim, _lastAnim, eventInfos.Count, length, length - rest, true));
                }
                else if (_wrapMode == WrapMode.PingPong)
                {
                    float rest = 0.0f - (t + _delta);
                    BackwardTriggerEvents(_spAnim, _lastAnim, _lastIndex, t, 0.0f, false);
                    exSpriteAnimState curAnim = _spAnim.GetCurrentAnimation();
                    if (curAnim == null || _lastAnim != curAnim)
                    {
                        return(-1);
                    }
                    return(ForwardTriggerEvents(_spAnim, _lastAnim, -1, 0.0f, rest, false));
                }
                else
                {
                    return(BackwardTriggerEvents(_spAnim, _lastAnim, _lastIndex, t, t + _delta, false));
                }
            }
            else
            {
                return(BackwardTriggerEvents(_spAnim, _lastAnim, _lastIndex, t, t + _delta, false));
            }
        }
    }
コード例 #25
0
 // ------------------------------------------------------------------
 /// \param _name the name of the animation to play
 /// \param _index the frame index
 /// Play the animation by _name, start from the _index of frame  
 // ------------------------------------------------------------------
 public void Play( string _name, int _index )
 {
     curAnimation = GetAnimation(_name);
     if ( curAnimation != null ) {
         if ( _index == 0 )
             curAnimation.time = 0.0f;
         else if ( _index > 0 && _index < curAnimation.frameTimes.Count )
             curAnimation.time = curAnimation.frameTimes[_index];
         playing = true;
         paused = false;
     }
 }
コード例 #26
0
 // ------------------------------------------------------------------
 /// \param _name the name of the animation
 /// \param _index the frame index
 /// Get the texture used in the _index of frames in the animation by _name,   
 /// and set it as the default picture of the sprite
 // ------------------------------------------------------------------
 public void SetFrame( string _name, int _index )
 {
     curAnimation = GetAnimation(_name);
     if ( curAnimation != null &&
          _index >= 0 &&
          _index < curAnimation.clip.frameInfos.Count )
     {
         exSpriteAnimClip.FrameInfo fi = curAnimation.clip.frameInfos[_index];
         sprite.SetSprite ( fi.atlas, fi.index );
     }
 }