public AFStatesController buildHeroAnimation() { AFStatesController m_heroStates; UnityEngine.Debug.Log(AFAssetManager.GetPathTargetPlatformWithResolution() + "/" + "hero_sprites"); AFTextureAtlas heroAtlas = AFAssetManager.Instance.Load <AFTextureAtlas>(AFAssetManager.GetPathTargetPlatformWithResolution() + "/" + "hero_sprites"); m_heroStates = AFObject.Create <AFStatesController>("Hero Controller"); AFMovieClip animation = AFObject.Create <AFMovieClip>("small_walk"); animation.Init(heroAtlas.GetSprites("small_walk")); animation.gameObject.AddComponent <BoxCollider2D>(); m_heroStates.Add("small_walk", animation, false); animation = AFObject.Create <AFMovieClip>("small_stop"); animation.Init(heroAtlas.GetSprites("small_stop")); animation.gameObject.AddComponent <BoxCollider2D>(); m_heroStates.Add("small_stop", animation, true); m_heroStates.gameObject.AddComponent <Rigidbody2D>(); m_heroStates.transform.localScale = new UnityEngine.Vector3(3, 3, 3); return(m_heroStates); }
public AFMovieClip BuildAnimation(string spritePath, string animationStateName) { AFMovieClip L_animation; AFTextureAtlas L_heroAtlas = AFAssetManager.Instance.Load <AFTextureAtlas>(spritePath); L_animation = AFObject.Create <AFMovieClip>(animationStateName); L_animation.Init(L_heroAtlas.GetSprites(animationStateName)); return(L_animation); }