public bool IsAnimationPlayng(SpriteAnimations anim) { if (CurrentAnimation == null && anim == SpriteAnimations.NONE) { return(true); } return(CurrentAnimation == Animations.GetAnimation(anim)); }
private void OnEnable() { _target = target as SpriteAnimations; _scrollPos = Vector2.zero; _previewOptions[0] = GUILayout.Width(64); _previewOptions[1] = GUILayout.Height(64); }
public void LoadContent() { // Load animated textures. SpriteTextures.Add(Level.Content.Load <Texture2D>("Sprites/Player/player")); Animation anim = new Animation(); anim.LoadAnimation("Idle", 0, new List <int> { 0, 11, 0, 12 }, 7, true); SpriteAnimations.Add("Idle", anim); anim = new Animation(); anim.LoadAnimation("Walking", 0, new List <int> { 0, 1, 2, 3, 4, 5, 6 }, 7, true); SpriteAnimations.Add("Walking", anim); anim = new Animation(); anim.LoadAnimation("Jump", 0, new List <int> { 7, 8, 9, 10, 9, 8, 7 }, 20, false); anim.AnimationCallBack(JumpAnimEnd); SpriteAnimations.Add("Jump", anim); // Calculate bounds within texture size. // subtract 4 from width and height to remove a 2px buffer // around the player. int width = FrameWidth - 4; int left = (FrameWidth - width) / 2; int height = FrameHeight - 4; int top = FrameHeight - height; localBounds = new Rectangle(left, top, width, height); anim = new Animation(); anim.LoadAnimation("Dead", 0, new List <int> { 13, 14, 15 }, 6, false); anim.AnimationCallBack(DeadAnimEnd); SpriteAnimations.Add("Dead", anim); }
// Use this for initialization void Start() { spriteAnimations = GetComponent <SpriteAnimations>(); spriteAnimations.Run(); animator = GetComponent <Animator>(); coroutine = Run(); StartCoroutine(coroutine); }
public Texture2D GetImage() { SpriteAnimation ani = SpriteAnimations.Get(name + pose); if (ani != null) { return(ani.GetImage()); } if (table.ContainsKey(pose)) { return(table[pose]); } return(null); }
public void LoadContent(string _enemy) { string enemyString = string.Empty; switch (_enemy) { case "e": enemyString = "Sprites/Enemies/muffinman"; break; default: enemyString = "Sprites/Enemies/muffinman"; break; } // Load animated textures. Texture2D tex = Level.Content.Load <Texture2D>(enemyString); if (!SpriteTextures.Contains(tex)) { SpriteTextures.Add(tex); } Animation anim = new Animation(); anim.LoadAnimation("Walk", 0, new List <int> { 0, 1 }, 4, true); SpriteAnimations.Add("Walk", anim); anim = new Animation(); anim.LoadAnimation("Dead", 0, new List <int> { 2, 3, 4, 5 }, 36, false); anim.AnimationCallBack(DeadAnimEnd); SpriteAnimations.Add("Dead", anim); // Calculate bounds within texture size. // subtract 10 from width and height to remove a 5px buffer // around the enemy. int width = FrameWidth - 10; int left = (FrameWidth - width) / 2; int height = FrameHeight - 10; int top = FrameHeight - height; localBounds = new Rectangle(left, top, width, height); SpriteAnimations[currentAnim].ResetPlay(); }
public void LoadContent(string _collectable) { string sheetString = string.Empty; switch (_collectable) { case "s": sheetString = "Sprites/Collectables/scribbles"; colorOffset = Color.Black; break; case "S": sheetString = "Sprites/Collectables/scribbles"; colorOffset = Color.Gold; break; default: sheetString = "Sprites/Collectables/scribbles"; colorOffset = Color.White; break; } // Load animated textures. Texture2D tex = Level.Content.Load <Texture2D>(sheetString); if (!SpriteTextures.Contains(tex)) { SpriteTextures.Add(tex); } Animation anim = new Animation(); anim.LoadAnimation("Idle", 0, new List <int> { 0, 1, 2, 3 }, 16, true); SpriteAnimations.Add("Idle", anim); // Calculate bounds within texture size. // subtract 4 from height to remove a 2px buffer // around the collectable. int width = FrameWidth; int left = (FrameWidth - width) / 2; int height = FrameHeight - 4; int top = FrameHeight - height; localBounds = new Rectangle(left, top, width, height); SpriteAnimations[currentAnim].ResetPlay(); }
public void LoadContent(string _collectable) { string sheetString = string.Empty; switch (_collectable) { case "s": sheetString = "Sprites//Collectable/scribbles"; colorOffset = Color.Black; pointsAwarded = 500; break; case "S": sheetString = "Sprites/Collectable/scribbles"; colorOffset = Color.Gold; pointsAwarded = 1000; break; default: sheetString = "Sprites/Collectable/scribbles"; colorOffset = Color.White; break; } Texture2D tex = Level.Content.Load <Texture2D>(sheetString); if (!SpriteTextures.Contains(tex)) { SpriteTextures.Add(tex); } Animation anim = new Animation(); anim.LoadAnimation("Idle", 0, new List <int> { 0, 1, 2, 3 }, 16, true); SpriteAnimations.Add("Idle", anim); int width = FrameWidth; int left = (FrameWidth - width) / 2; int height = FrameHeight - 4; int top = FrameHeight - height; localBounds = new Rectangle(left, top, width, height); SpriteAnimations[currentAnim].ResetPlay(); }
private void LoadAnimations() { Animation anim = new Animation(); anim.LoadAnimation("Idle", new List <int> { 0, 0, 6, 6, 7, 7, 7, 8, 8, 8 }, 3, true); SpriteAnimations.Add("Idle", anim); anim = new Animation(); anim.LoadAnimation("Walking", new List <int> { 9, 12, 9, 10 }, 5, true); SpriteAnimations.Add("Walking", anim); anim = new Animation(); anim.LoadAnimation("Jump", new List <int> { 2 }, 1, true); SpriteAnimations.Add("Jump", anim); anim = new Animation(); anim.LoadAnimation("Land", new List <int> { 2, 3, 3, 3, 3 }, 10, false); anim.AnimationCallBack(() => { currentAnim = "Idle"; SpriteAnimations[currentAnim].ResetPlay(); }); SpriteAnimations.Add("Land", anim); anim = new Animation(); anim.LoadAnimation("Dead", new List <int> { 0, 4, 4, 5, 5, 5, 5, 5, 16, 16, 16 }, 3, false); anim.AnimationCallBack(() => DeadAnimationEnded = true); SpriteAnimations.Add("Dead", anim); int width = FrameWidth - 48; int left = (FrameWidth - width) / 2; int height = FrameHeight - 23; int top = FrameHeight - height - 10; localBounds = new Rectangle(left, top, width, height); SpriteAnimations[currentAnim].ResetPlay(); }
public void SetAnimation(SpriteAnimations animation, float animationTimeInMS = -1) { if (animation == SpriteAnimations.NONE) { if (CurrentAnimation != null) { CurrentAnimation.Reset(); } CurrentAnimation = null; return; } var animationToSet = Animations.GetAnimation(animation); if (animationToSet != CurrentAnimation) { // if my animation had callbacks i will still wanna run them if (CurrentAnimation?.Callbacks.Count > 0) { foreach (var animCallback in CurrentAnimation.Callbacks) { var framesUntilCallback = animCallback.PlayOnFrame - CurrentAnimation.CurrentFrame; animCallback.PlayOnFrame = framesUntilCallback; PendingCallbacks.Add(animCallback); } } CurrentAnimation?.Reset(); CurrentAnimation = animationToSet; CurrentAnimation.Reset(); if (animationTimeInMS > 0) { // CurrentAnimation.AnimationTimeInSeconds = animationTimeInMS / 1000; } if (animation == SpriteAnimations.DEAD) { CurrentAnimation.Loop(Direction); } } }
void OnGUI() { if (ani == null || ani.name == "") { ani = SpriteAnimations.Get(skin); if (ani == null) { return; } } GUI.depth = depth; Rect brush = area; if (lockWidthToHeight) { brush = area.MiddleCenter(area.height / area.width, 1); } GUI.DrawTexture(brush, ani.GetImageNormalized(val)); }
public void LoadContent() { // Load animated textures. SpriteTextures.Add(Level.Content.Load <Texture2D>("Sprites/Player/player")); Animation anim = new Animation(); anim.LoadAnimation("Idle", 0, new List <int> { 0, 11, 0, 12 }, 7, true); SpriteAnimations.Add("Idle", anim); anim = new Animation(); anim.LoadAnimation("Walking", 0, new List <int> { 9, 12, 9, 10 }, 7, true); SpriteAnimations.Add("Walking", anim); anim = new Animation(); anim.LoadAnimation("Jump", 0, new List <int> { 7, 8, 9, 10, 9, 8, 7 }, 20, false); anim.AnimationCallBack(JumpAnimEnd); SpriteAnimations.Add("Jump", anim); anim = new Animation(); anim.LoadAnimation("Dead", 0, new List <int> { 13, 14, 15 }, 6, false); anim.AnimationCallBack(DeadAnimEnd); SpriteAnimations.Add("Dead", anim); int width = FrameWidth - 4; int left = (FrameWidth - width) / 2; int height = FrameHeight - 4; int top = FrameHeight - height; localBounds = new Rectangle(left, top, width, height); }
public AnimationBase GetAnimation(SpriteAnimations animation) { return(Animations[animation]); }
void Start() { ani = SpriteAnimations.Get(skin); }