Пример #1
0
        /// <summary>
        /// 将一个精灵层放入动画中
        /// </summary>
        /// <param name="layer">精灵层</param>
        public void PutLayer(SpriteLayer layer)
        {
            if (layers == null || layers.Length == 0)
            {
                layers    = new SpriteLayer[1];
                layers[0] = layer;
            }
            else
            {
                // 判断是替换还是追加
                bool replace = false;
                for (int i = 0; i < layers.Length; i++)
                {
                    if (layers[i].id == layer.id)
                    {
                        // 替换原有的层
                        layers[i] = layer;
                        replace   = true;
                        break;
                    }
                }
                if (!replace)
                {
                    // 追加
                    System.Array.Resize <SpriteLayer>(ref layers, layers.Length + 1);
                    layers[layers.Length - 1] = layer;
                }
            }

            InitLayer(layer);
        }
Пример #2
0
        /// <summary>
        /// 清除指定层的精灵
        /// </summary>
        /// <param name="layerId">层ID</param>
        public void Clear(int layerId)
        {
            SpriteLayer layer = GetLayer(layerId);

            if (layer != null)
            {
                Clear(layer);
            }
        }
Пример #3
0
 private void InitLayerBySpriteInstance(SpriteLayer layer)
 {
     if (layer.spriteInstance != null)
     {
         Sprite sprite = layer.spriteInstance;
         layer.maxIndex        = sprite.maxIndex + layer.frameDelay;
         sprite.flipHorizontal = flipHorizontal;
         sprite.flipVertical   = flipVertical;
     }
 }
Пример #4
0
 private void InitLayerBySprite(SpriteLayer layer)
 {
     if (layer.spritePrefab != null)
     {
         Sprite sprite = Instantiate(layer.spritePrefab) as Sprite;
         layer.spriteInstance    = sprite;
         sprite.transform.parent = layer.gameObject.transform;
         layer.maxIndex          = sprite.maxIndex + layer.frameDelay;
         sprite.flipHorizontal   = flipHorizontal;
         sprite.flipVertical     = flipVertical;
     }
 }
Пример #5
0
 /// <summary>
 /// 清除指定层的精灵
 /// </summary>
 /// <param name="layer">层ID</param>
 public void Clear(SpriteLayer layer)
 {
     if (layer.gameObject != null)
     {
         DestroyGobj(layer.gameObject);
         layer.gameObject = null;
     }
     layer.hidden         = true;
     layer.maxIndex       = 0;
     layer.spritePrefab   = null;
     layer.spriteInstance = null;
 }
Пример #6
0
 private void HideLayer(SpriteLayer layer, bool yes)
 {
     if (yes)
     {
         layer.hidden = true;
         layer.gameObject.transform.localScale = Vector3.zero;
     }
     else
     {
         layer.hidden = false;
         layer.gameObject.transform.localScale = Vector3.one;
     }
 }
Пример #7
0
        private void InitLayer(SpriteLayer layer)
        {
            // 确保层 gameObject 存在,没有则生成
            Transform layerTransform = transform.FindChild(layer.name);

            if (layerTransform == null)
            {
                // game object of layer
                GameObject layerGo = new GameObject();
                layerGo.transform.parent = transform;
                layerGo.name             = layer.name;

                layer.gameObject = layerGo;
            }
            else
            {
                layer.gameObject = layerTransform.gameObject;
                // 获取精灵实例
                if (layerTransform.childCount > 0)
                {
                    Sprite sprite = null;
                    foreach (Transform child in layerTransform)
                    {
                        sprite = child.GetComponent <Sprite>();
                        if (sprite != null)
                        {
                            layer.spriteInstance = sprite;
                            break;
                        }
                    }
                }
            }


            if (layer.spritePrefab != null)
            {
                if (layer.spriteInstance != null)
                {
                    InitLayerBySpriteInstance(layer);
                }
                else
                {
                    // 初始化 sprite 部分
                    InitLayerBySprite(layer);
                }

                // 计算动画最大索引
                if (maxIndex < layer.maxIndex)
                {
                    maxIndex = layer.maxIndex;
                }

                // 该层是否需要隐藏
                if (layer.hiddenBeforeBegin)
                {
                    HideLayer(layer, true);
                }
            }
            else
            {
                HideLayer(layer, true);
            }
        }