// Create all objects for the 'walking man' stage void WalkingBlueManStage() { // To create the background lets create a filled sprite object back = OT.CreateObject(OTObjectType.FilledSprite).GetComponent <OTFilledSprite>(); // Set the image to our wyrmtale tile back.image = whiteTile; // But this all the way back so all other objects will be located in front. back.depth = 1000; // Set material reference to 'custom' green material - check OT material references back.materialReference = "green"; // Set the size to match the screen resolution. back.size = new Vector2(Screen.width, Screen.height); // Set the fill image size to 50 x 50 pixels back.fillSize = new Vector2(50, 50); // To create the walking man animation we first will have to create a sprite sheet OTSpriteSheet sheet = OT.CreateObject(OTObjectType.SpriteSheet).GetComponent <OTSpriteSheet>(); // Link our walking man frames sheet.texture = walkingManAnimation; // specify the number or column and rows (frames) of this container sheet.framesXY = new Vector2(15, 8); // The next step is to create our animation object that will hold all // animation framesets (8 directions of walking) for our walking man OTAnimation animation = OT.CreateObject(OTObjectType.Animation).GetComponent <OTAnimation>(); // Initialize our animation framesets so it can hold 8 framesets animation.framesets = new OTAnimationFrameset[8]; // Add the 8 direction framesets animation.framesets[0] = WalkingFrameset("down", 1, sheet); animation.framesets[1] = WalkingFrameset("downLeft", 2, sheet); animation.framesets[2] = WalkingFrameset("left", 3, sheet); animation.framesets[3] = WalkingFrameset("upLeft", 4, sheet); animation.framesets[4] = WalkingFrameset("up", 5, sheet); animation.framesets[5] = WalkingFrameset("upRight", 6, sheet); animation.framesets[6] = WalkingFrameset("right", 7, sheet); animation.framesets[7] = WalkingFrameset("downRight", 8, sheet); // Give our animation a name animation.name = "walking-animation"; // To put our walking man on screen we create an animting sprite object man = OT.CreateObject(OTObjectType.AnimatingSprite).GetComponent <OTAnimatingSprite>(); // Set the size of our walking man man.size = new Vector2(40, 65); // Link our animation man.animation = animation; // Lets play a single frameset .. we start with 'down' man.animationFrameset = "down"; // Auto-start to play this animation frameset man.playOnStart = true; // Give our sprite a name man.name = "man"; // INFO : In this class Update() method, we will check the location of // the mouse pointer and play the corresponding direction animation // as we will set the right scroll speed for our background. }
/// <summary> /// Plays a specific animation partly backward from a start frame to an end frame, starting after a delay. /// </summary> /// <param name="animation">Animation to play</param> /// <param name="startFrame">Animation frame number (from the back) where to start.</param> /// <param name="endFrame">Animation frame number (from the back) where to end.</param> /// <param name="delay">After this delay in seconds the animation will be started.</param> public void PlayBackward(OTAnimation animation, int startFrame, int endFrame, float delay) { if (animation != null) { this.animation = animation; this.animationFrameset = ""; PlayBackward(startFrame, endFrame, delay); } }
/// <summary> /// Plays a specific animation backward. /// </summary> /// <param name="animation">Animation to play.</param> public void PlayBackward(OTAnimation animation) { if (animation != null) { this.animation = animation; this.animationFrameset = ""; PlayBackward(); } }
/// <summary> /// Plays a specific animation's frameset backward. /// </summary> /// <param name="animation">Animation to play a frameset from.</param> /// <param name="frameSet">Animation framset to play backward.</param> public void PlayBackward(OTAnimation animation, string frameSet) { if (animation != null) { this.animation = animation; this.animationFrameset = frameSet; PlayBackward(); } }
/// <summary> /// Plays a specific animation backward starting at the start frame. /// </summary> /// <param name="animation">Animation to play.</param> /// <param name="startFrame">Animation frame number (from the back) where to start.</param> public void PlayBackward(OTAnimation animation, int startFrame) { if (animation != null) { this.animation = animation; this.animationFrameset = ""; PlayBackward(startFrame); } }
// Use this for initialization public void Setup() { _animations = GameObject.Find("Frameworks/OT/Animations/player").GetComponent<OTAnimation>(); _animSprite = GetComponentInChildren<OTAnimatingSprite>(); _STATIC = "static"; _WALK = "walk"; _WALKFASTER = "walkfaster"; _MAXWALK = "maxwalk"; _CURR = "walk"; }
public static void RegisterAnimation(OTAnimation animation) { if (isValid) instance._RegisterAnimation(animation); }
// Use this for initialization void Start() { _character = GetComponent<Character>(); _player = GetComponent<Player>(); anim = animSprite.animation;//GameObject.Find("Player/spriteParent/playerSprite-1").GetComponent<OTAnimatingSprite }
TextMesh stagemesh2; // textmesh for stage 1 menu item // Create all objects fo r the star stage by code void AnimatingGreenStarStage() { // To create a scrolling background, first create a filled sprite object back = OT.CreateObject(OTObjectType.FilledSprite).GetComponent <OTFilledSprite>(); // Set the image to the tile texture back.image = whiteTile; // Set material reference to 'custom' blue material back.materialReference = "blue"; // Set size to match the screen resolution so it will fill the entire screen back.size = new Vector2(Screen.width, Screen.height); // Set the display depth all the way back so everything else will come on top back.depth = 1000; // Set fill image size to 50 x 50 pixels back.fillSize = new Vector2(50, 50); // Set scroll speed so we will scroll horizontally 20 px / second back.scrollSpeed = new Vector2(20, 0); // To create the animating star we first have to create the sprite sheet object that will // hold our texture/animation frames OTSpriteSheet sheet = OT.CreateObject(OTObjectType.SpriteSheet).GetComponent <OTSpriteSheet>(); // Give our sheet a name sheet.name = "mySheet"; // Assign texture sheet.texture = greenStarsAnimation; // Specify how many columns and rows we have (frames) sheet.framesXY = new Vector2(25, 3); // Because we have some overhead space to the right and bottom of our texture we have to // specify the original texture size and the original frame size so that the right texture // scale and offsetting can be calculated. sheet.sheetSize = new Vector2(2048, 256); sheet.frameSize = new Vector2(80, 80); // Next thing is to create the animation that our animating sprite will use OTAnimation animation = OT.CreateObject(OTObjectType.Animation).GetComponent <OTAnimation>(); // This animation will use only one frameset with all animating star frames. OTAnimationFrameset frameset = new OTAnimationFrameset(); // Link up the sprite sheet to this animation's frameset frameset.container = sheet; // Frameset animation will start at frame index 0 frameset.startFrame = 0; // Frameset animation will end at frame index 69 frameset.endFrame = 69; // Assign this frameset to the animation. // HINT : by asigning more than one frameset it is possible to create an animation that will span // across mutiple framesets // HINT : Because it is possible (and very easy) to play a specific frameset of an animation // One could pack a lot of animations into one animation object. animation.framesets = new OTAnimationFrameset[] { frameset }; // Set the duration of this animation // HINT : By using the OTAnimationSprite.speed setting one can speed up or slow down a // running animation without changing the OTAnimation.fps or .duration setting. animation.duration = .95f; // Lets give our animation a name animation.name = "star-animation"; // To finally get the animatiing star on screen we will create our animation sprite object star = OT.CreateObject(OTObjectType.AnimatingSprite).GetComponent <OTAnimatingSprite>(); // Link up the animation star.animation = animation; // Lets start at a random frame star.startAtRandomFrame = true; // Lets auto-start this animation star.playOnStart = true; // start invisible and make visible when containers are ready. star.visible = false; star.name = "star"; star.spriteContainer = sheet; // INFO : This animation 'star' will be center (0,0) positioned and act as a prototype // to create more moveing and animating (additive) 'stars'. }
void Awake() { anim = GetComponent<OTAnimation>(); sprite = GetComponent<OTAnimatingSprite>(); unit = GetComponent<Unit>(); cc = GetComponent<CharacterController>(); ac = GetComponent<AudioControl>(); }
void _DestroyAnimation(OTAnimation animation) { _RemoveAnimation(animation); if (animation.gameObject != null) Destroy(animation.gameObject); }
void _RemoveAnimation(OTAnimation animation) { if (animationList.Contains(animation)) { string lname = animation.name.ToLower(); if (animations.ContainsKey(lname)) animations.Remove(lname); if (animationList.Contains(animation)) animationList.Remove(animation); } }
void _RegisterAnimationLookup(OTAnimation animation, string oldName) { if (animationList.Contains(animation)) { if (animations.ContainsKey(oldName.ToLower()) && animations[oldName.ToLower()] == animation) animations.Remove(oldName.ToLower()); if (animations.ContainsKey(animation.name.ToLower())) animations.Remove(animation.name.ToLower()); animations.Add(animation.name.ToLower(), animation); } }
void _RegisterAnimation(OTAnimation animation) { if (!animationList.Contains(animation)) animationList.Add(animation); if (!animations.ContainsKey(animation.name.ToLower())) animations.Add(animation.name.ToLower(), animation); else { if (animations[animation.name.ToLower()] != animation) Debug.LogError("More than one Animation with name '" + animation.name + "'"); } foreach (Transform child in transform) { if (child.name.ToLower() == "animations") { animation.transform.parent = child.transform; break; } } }
void _ResetAnimation(OTAnimation animation) { animation.Reset(); }
void SetAnimationFrame(OTAnimation.Frame animationFrame) { if (spriteContainer != animationFrame.container || animationFrame.frameIndex != frameIndex) { if (passive) { spriteContainer = animationFrame.container; frameIndex = animationFrame.frameIndex; } else { _spriteContainer = animationFrame.container; _frameIndex = animationFrame.frameIndex; } if (onAnimationFrame != null) onAnimationFrame(this); if (!CallBack("onAnimationFrame", callBackParams)) CallBack("OnAnimationFrame", callBackParams); isDirty = true; } }
public static void RegisterAnimationLookup(OTAnimation animation, string oldName) { if (isValid) instance._RegisterAnimationLookup(animation, oldName); }
// Use this for initialization protected void Awake() { anim = GetComponent<OTAnimation>(); sprite = GetComponent<OTAnimatingSprite>(); print ( sprite.animationFrameset); }
/// <summary> /// Destroys an Orthello animation /// </summary> public static void DestroyAnimation(OTAnimation animation) { if (isValid) instance._DestroyAnimation(animation); }
public static void RemoveAnimation(OTAnimation o) { if (isValid) instance._RemoveAnimation(o); }
// Use this for initialization protected void Awake() { anim = GetComponent<OTAnimation>(); sprite = GetComponent<OTAnimatingSprite>(); }
void Awake() { GlobalOptions options = GlobalOptions.Instance; playerTeams = options.GetPlayerTeams(); playerCharacters = options.GetPlayerCharacters(); // This is hardcoded to 4 players and 4 teams. for (int i = 0; i < 4; i++) { GameObject player = playerPrefabs[i]; playerStarts[i] = GameObject.Find("Player" + (i + 1).ToString() + " Start").GetComponent<Transform>(); teamScoreStarts[i] = GameObject.Find("TeamScore" + (i + 1).ToString() + " Start").GetComponent<Transform>(); } ballStart = GameObject.Find("Ball Start").GetComponent<Transform>(); ballAnimation = GameObject.Find("Ball Animation").GetComponent<OTAnimation>(); }
private void getDefaultAnim() { //Obtengo la animacion de tapar la carta GameObject[] anim = GameObject.FindGameObjectsWithTag("cardToBack"); this.cardToBack = (OTAnimation)anim[0].GetComponent(typeof(OTAnimation)); }