/// <summary> /// Sets the current frame of the current animation immediately. /// </summary> /// <param name="index">Zero-based index of the desired frame.</param> public void SetCurFrame(int index) { if (curAnim == null) { return; } curAnim.SetCurrentFrame(index - curAnim.StepDirection); timeSinceLastFrame = timeBetweenAnimFrames; StepAnim(0); }
/// <summary> /// Starts playing the specified animation /// Note: this doesn't resume from a pause, /// it completely restarts the animation. To /// unpause, use <see cref="UnpauseAnim"/>. /// </summary> /// <param name="anim">A reference to the animation to play.</param> /// <param name="frame">The zero-based index of the frame at which to start playing.</param> public void PlayAnim(UVAnimation anim, int frame) { if (deleted || !gameObject.active) { return; } curAnim = anim; curAnimIndex = curAnim.index; curAnim.Reset(); curAnim.SetCurrentFrame(frame - 1); // curFrame inside UVAnimation will be incremented before it is used, so anticipate this by decrementing by 1 // Ensure the framerate is not 0 so we don't // divide by zero: if (anim.framerate != 0.0f) { timeBetweenAnimFrames = 1f / anim.framerate; } else { timeBetweenAnimFrames = 1f; // Just some dummy value since it won't be used } timeSinceLastFrame = timeBetweenAnimFrames; // Only add to the animated list if // the animation has more than 1 frame // or the framerate is non-zero: if ((anim.GetFrameCount() > 1 || anim.onAnimEnd != UVAnimation.ANIM_END_ACTION.Do_Nothing) && anim.framerate != 0.0f) { StepAnim(0); // Start coroutine if (!animating) { //animating = true; AddToAnimatedList(); //StartCoroutine(AnimationPump()); } } else { // Since this is a single-frame anim, // call our delegate before setting // the frame so that our behavior is // consistent with multi-frame anims: if (animCompleteDelegate != null) { animCompleteDelegate(this); } StepAnim(0); } }
/// <summary> /// Like PlayAnim, but plays the animation in reverse. /// See <see cref="PlayAnim"/>. /// </summary> /// <param name="anim">Reference to the animation to play in reverse.</param> /// <param name="frame">The zero-based index of the frame at which to start playing.</param> public void PlayAnimInReverse(UVAnimation anim, int frame) { #if UNITY_4_0 || UNITY_4_1 || UNITY_4_2 || UNITY_4_3 || UNITY_4_4 || UNITY_4_5 || UNITY_4_6 || UNITY_4_7 || UNITY_4_8 || UNITY_4_9 if (deleted || !gameObject.activeInHierarchy) #else if (deleted || !gameObject.active) #endif { return; } if (!m_started) { Start(); } curAnim = anim; curAnim.Reset(); curAnim.PlayInReverse(); curAnim.SetCurrentFrame(frame + 1); // curFrame inside UVAnimation will be decremented before it is used, so anticipate this by decrementing by 1 // Ensure the framerate is not 0 so we don't // divide by zero: anim.framerate = Mathf.Max(0.0001f, anim.framerate); timeBetweenAnimFrames = 1f / anim.framerate; timeSinceLastFrame = timeBetweenAnimFrames; // Only add to the animated list if // the animation has more than 1 frame: if (anim.GetFrameCount() > 1) { StepAnim(0); // Start coroutine if (!animating) { //animating = true; AddToAnimatedList(); //StartCoroutine(AnimationPump()); } } else { // Since this is a single-frame anim, // call our delegate before setting // the frame so that our behavior is // consistent with multi-frame anims: if (animCompleteDelegate != null) { animCompleteDelegate(this); } StepAnim(0); } }
/// <summary> /// Like PlayAnim, but plays the animation in reverse. /// See <see cref="PlayAnim"/>. /// </summary> /// <param name="anim">Reference to the animation to play in reverse.</param> /// <param name="frame">The zero-based index of the frame at which to start playing.</param> public void PlayAnimInReverse(UVAnimation anim, int frame) { #if UNITY_4_0 || UNITY_4_1 || UNITY_4_2 || UNITY_4_3 || UNITY_4_4 || UNITY_4_5 || UNITY_4_6 || UNITY_4_7 || UNITY_4_8 || UNITY_4_9 if (deleted || !gameObject.activeInHierarchy) #else if (deleted || !gameObject.active) #endif return; if (!m_started) Start(); curAnim = anim; curAnim.Reset(); curAnim.PlayInReverse(); curAnim.SetCurrentFrame(frame + 1); // curFrame inside UVAnimation will be decremented before it is used, so anticipate this by decrementing by 1 // Ensure the framerate is not 0 so we don't // divide by zero: anim.framerate = Mathf.Max(0.0001f, anim.framerate); timeBetweenAnimFrames = 1f / anim.framerate; timeSinceLastFrame = timeBetweenAnimFrames; // Only add to the animated list if // the animation has more than 1 frame: if (anim.GetFrameCount() > 1) { StepAnim(0); // Start coroutine if (!animating) { //animating = true; AddToAnimatedList(); //StartCoroutine(AnimationPump()); } } else { // Since this is a single-frame anim, // call our delegate before setting // the frame so that our behavior is // consistent with multi-frame anims: if (animCompleteDelegate != null) animCompleteDelegate(this); StepAnim(0); } }
/// <summary> /// Starts playing the specified animation /// Note: this doesn't resume from a pause, /// it completely restarts the animation. To /// unpause, use <see cref="UnpauseAnim"/>. /// </summary> /// <param name="anim">A reference to the animation to play.</param> /// <param name="frame">The zero-based index of the frame at which to start playing.</param> public void PlayAnim(UVAnimation anim, int frame) { #if UNITY_4_0 || UNITY_4_1 || UNITY_4_2 || UNITY_4_3 || UNITY_4_4 || UNITY_4_5 || UNITY_4_6 || UNITY_4_7 || UNITY_4_8 || UNITY_4_9 if (deleted || !gameObject.activeInHierarchy) #else if (deleted || !gameObject.active) #endif return; if (!m_started) Start(); curAnim = anim; curAnimIndex = curAnim.index; curAnim.Reset(); curAnim.SetCurrentFrame(frame - 1); // curFrame inside UVAnimation will be incremented before it is used, so anticipate this by decrementing by 1 // Ensure the framerate is not 0 so we don't // divide by zero: if (anim.framerate != 0.0f) { timeBetweenAnimFrames = 1f / anim.framerate; } else { timeBetweenAnimFrames = 1f; // Just some dummy value since it won't be used } timeSinceLastFrame = timeBetweenAnimFrames; // Only add to the animated list if // the animation has more than 1 frame // or the framerate is non-zero: if ((anim.GetFrameCount() > 1 || anim.onAnimEnd != UVAnimation.ANIM_END_ACTION.Do_Nothing) && anim.framerate != 0.0f) { StepAnim(0); // Start coroutine if (!animating) { //animating = true; AddToAnimatedList(); //StartCoroutine(AnimationPump()); } } else { // Make sure we are no longer in the animation pump: PauseAnim(); // Since this is a single-frame anim, // call our delegate before setting // the frame so that our behavior is // consistent with multi-frame anims: if (animCompleteDelegate != null) { // See if we need to delay calling // our delegate to be consistent // with our framerate: if (anim.framerate != 0) { Invoke("CallAnimCompleteDelegate", 1f / anim.framerate); } else animCompleteDelegate(this); } StepAnim(0); } }
/// <summary> /// Starts playing the specified animation /// Note: this doesn't resume from a pause, /// it completely restarts the animation. To /// unpause, use <see cref="UnpauseAnim"/>. /// </summary> /// <param name="anim">A reference to the animation to play.</param> /// <param name="frame">The zero-based index of the frame at which to start playing.</param> public void PlayAnim(UVAnimation anim, int frame) { if (deleted || !gameObject.active) return; curAnim = anim; curAnimIndex = curAnim.index; curAnim.Reset(); curAnim.SetCurrentFrame(frame - 1); // curFrame inside UVAnimation will be incremented before it is used, so anticipate this by decrementing by 1 // Ensure the framerate is not 0 so we don't // divide by zero: if(anim.framerate != 0.0f) { timeBetweenAnimFrames = 1f / anim.framerate; } else { timeBetweenAnimFrames = 1f; // Just some dummy value since it won't be used } timeSinceLastFrame = timeBetweenAnimFrames; // Only add to the animated list if // the animation has more than 1 frame // or the framerate is non-zero: if ( (anim.GetFrameCount() > 1 || anim.onAnimEnd != UVAnimation.ANIM_END_ACTION.Do_Nothing) && anim.framerate != 0.0f) { StepAnim(0); // Start coroutine if (!animating) { //animating = true; AddToAnimatedList(); //StartCoroutine(AnimationPump()); } } else { // Since this is a single-frame anim, // call our delegate before setting // the frame so that our behavior is // consistent with multi-frame anims: if (animCompleteDelegate != null) animCompleteDelegate(this); StepAnim(0); } }
/* * // Steps to the next frame of sprite animation * public bool StepAnim(float time) * { * if (curAnim == null) * return false; * * timeSinceLastFrame += time; * * framesToAdvance = (int)(timeSinceLastFrame / timeBetweenAnimFrames); * * // If there's nothing to do, return: * if (framesToAdvance < 1) * return true; * * while (framesToAdvance > 0) * { * if (curAnim.GetNextFrame(ref lowerLeftUV)) * --framesToAdvance; * else * { * // We reached the end of our animation * if (animCompleteDelegate != null) * animCompleteDelegate(); * * // Update mesh UVs: * UpdateUVs(); * PauseAnim(); * animating = false; * * return false; * } * } * * // Update mesh UVs: * UpdateUVs(); * * timeSinceLastFrame = 0; * * return true; * } */ // Steps to the next frame of sprite animation public override bool StepAnim(float time) { if (curAnim == null) { return(false); } timeSinceLastFrame += Mathf.Max(0, time); //timeSinceLastFrame += time; framesToAdvance = (timeSinceLastFrame / timeBetweenAnimFrames); // If there's nothing to do, return: if (framesToAdvance < 1) { if (crossfadeFrames) { SetColor(new Color(1f, 1f, 1f, (1f - framesToAdvance))); } return(true); } //timeSinceLastFrame -= timeBetweenAnimFrames * (float)framesToAdvance; while (framesToAdvance >= 1f) { if (curAnim.GetNextFrame(ref frameInfo)) { #if SPRITE_FRAME_DELEGATE // Notify the delegate: if (framesToAdvance >= 1f) { if (animFrameDelegate != null) { animFrameDelegate(this, curAnim.GetCurPosition()); } } #endif framesToAdvance -= 1f; timeSinceLastFrame -= timeBetweenAnimFrames; } else { // We reached the end of our animation if (crossfadeFrames) { SetColor(Color.white); } // See if we should revert to a static appearance, // default anim, or do nothing, etc: switch (curAnim.onAnimEnd) { case UVAnimation.ANIM_END_ACTION.Do_Nothing: PauseAnim(); // Update mesh UVs: uvRect = frameInfo.uvs; SetBleedCompensation(); // Resize if selected: if (autoResize || pixelPerfect) { CalcSize(); } break; case UVAnimation.ANIM_END_ACTION.Revert_To_Static: RevertToStatic(); curAnim = null; break; case UVAnimation.ANIM_END_ACTION.Play_Default_Anim: // Notify the delegates: /* #if SPRITE_FRAME_DELEGATE * if (animFrameDelegate != null) * animFrameDelegate(this, curAnim.GetCurPosition()); #endif */ if (animCompleteDelegate != null) { animCompleteDelegate(this); } // Play the default animation: PlayAnim(defaultAnim); return(false); case UVAnimation.ANIM_END_ACTION.Hide: Hide(true); break; case UVAnimation.ANIM_END_ACTION.Deactivate: #if UNITY_4_0 || UNITY_4_1 || UNITY_4_2 || UNITY_4_3 || UNITY_4_4 || UNITY_4_5 || UNITY_4_6 || UNITY_4_7 || UNITY_4_8 || UNITY_4_9 gameObject.SetActive(false); #else gameObject.active = false; #endif break; case UVAnimation.ANIM_END_ACTION.Destroy: // Notify the delegates: /* #if SPRITE_FRAME_DELEGATE * if (animFrameDelegate != null) * animFrameDelegate(this, curAnim.GetCurPosition()); #endif */ if (animCompleteDelegate != null) { animCompleteDelegate(this); } Delete(); Destroy(gameObject); break; } // Notify the delegates: /* #if SM2_FRAME_DELEGATE * if (animFrameDelegate != null) * animFrameDelegate(this, curAnim.GetCurPosition()); #endif */ if (animCompleteDelegate != null) { animCompleteDelegate(this); } // Check to see if we are still animating // before setting the curAnim to null. // Animating should be turned off if // PauseAnim() was called above, or if we // reverted to static. But it could have // been turned on again by the // animCompleteDelegate. if (!animating) { curAnim = null; } return(false); } } // Cross-fade to the next frame: if (crossfadeFrames) { UVAnimation curClip = curAnim.GetCurrentClip(); int curClipNum = curAnim.GetCurClipNum(); int curFrame = curClip.GetCurPosition(); int multiStepDir = curAnim.StepDirection; int clipStepDir = curClip.StepDirection; curAnim.GetNextFrame(ref nextFrameInfo); Vector2[] uvs2 = m_spriteMesh.uvs2; Rect nextUV = nextFrameInfo.uvs; uvs2[0].x = nextUV.xMin; uvs2[0].y = nextUV.yMax; uvs2[1].x = nextUV.xMin; uvs2[1].y = nextUV.yMin; uvs2[2].x = nextUV.xMax; uvs2[2].y = nextUV.yMin; uvs2[3].x = nextUV.xMax; uvs2[3].y = nextUV.yMax; // Undo our advance: curAnim.SetCurClipNum(curClipNum); curClip.SetCurrentFrame(curFrame); curAnim.StepDirection = multiStepDir; curClip.StepDirection = clipStepDir; SetColor(new Color(1f, 1f, 1f, (1f - framesToAdvance))); } /* #if SM2_FRAME_DELEGATE * if (animFrameDelegate != null) * animFrameDelegate(this, curAnim.GetCurPosition()); #endif */ // Update mesh UVs: uvRect = frameInfo.uvs; SetBleedCompensation(); // Resize if selected: if (autoResize || pixelPerfect) { CalcSize(); } //timeSinceLastFrame = 0; return(true); }
/// <summary> /// Starts playing the specified animation /// Note: this doesn't resume from a pause, /// it completely restarts the animation. To /// unpause, use <see cref="UnpauseAnim"/>. /// </summary> /// <param name="anim">A reference to the animation to play.</param> /// <param name="frame">The zero-based index of the frame at which to start playing.</param> public void PlayAnim(UVAnimation anim, int frame) { #if UNITY_4_0 || UNITY_4_1 || UNITY_4_2 || UNITY_4_3 || UNITY_4_4 || UNITY_4_5 || UNITY_4_6 || UNITY_4_7 || UNITY_4_8 || UNITY_4_9 if (deleted || !gameObject.activeInHierarchy) #else if (deleted || !gameObject.active) #endif { return; } if (!m_started) { Start(); } curAnim = anim; curAnimIndex = curAnim.index; curAnim.Reset(); curAnim.SetCurrentFrame(frame - 1); // curFrame inside UVAnimation will be incremented before it is used, so anticipate this by decrementing by 1 // Ensure the framerate is not 0 so we don't // divide by zero: if (anim.framerate != 0.0f) { timeBetweenAnimFrames = 1f / anim.framerate; } else { timeBetweenAnimFrames = 1f; // Just some dummy value since it won't be used } timeSinceLastFrame = timeBetweenAnimFrames; // Only add to the animated list if // the animation has more than 1 frame // or the framerate is non-zero: if ((anim.GetFrameCount() > 1 || anim.onAnimEnd != UVAnimation.ANIM_END_ACTION.Do_Nothing) && anim.framerate != 0.0f) { StepAnim(0); // Start coroutine if (!animating) { //animating = true; AddToAnimatedList(); //StartCoroutine(AnimationPump()); } } else { // Make sure we are no longer in the animation pump: PauseAnim(); // Since this is a single-frame anim, // call our delegate before setting // the frame so that our behavior is // consistent with multi-frame anims: if (animCompleteDelegate != null) { // See if we need to delay calling // our delegate to be consistent // with our framerate: if (anim.framerate != 0) { Invoke("CallAnimCompleteDelegate", 1f / anim.framerate); } else { animCompleteDelegate(this); } } StepAnim(0); } }