public void PostDraw(int x, int y) { if (FaceAnimation != null) { FaceAnimation.Draw(x, y, FaceAnimation.CurrentSprite.Width, FaceAnimation.CurrentSprite.Height); } }
public void AddAnimation(FaceAnimation animation, Texture2D[] textures) { if (!animations.Contains(animation)) { animations.Add(animation); var animationData = new AnimationData(); animationData.textures = textures; this.animationData.Add(animationData); } else { Debug.LogErrorFormat("Face animation controller already contains animation {0}", animation); } }
public void PlayAnimation(FaceAnimation animation, float framesPerSecond = 24.0f) { var animationIndex = animations.IndexOf(animation); if (animationIndex < 0) { Debug.LogErrorFormat("Face animation controller does not contatin animation {0}", animation); return; } if (framesPerSecond <= 0.0f) { Debug.LogError("Frames per second must be positive"); return; } playing = true; currentAnimationData = animationData[animationIndex]; currentFrame = 0.0f; showingFrame = -1; this.framesPerSecond = framesPerSecond; }
public bool SetActivateUnitObject(int idx) { if (idx < 0 || idx >= this.mUnitObjectLists.Count) { return(false); } int index = 0; while (index < this.mUnitObjectLists.Count && !UnityEngine.Object.op_Equality((UnityEngine.Object) this.mUnitObject, (UnityEngine.Object) this.mUnitObjectLists[index])) { ++index; } using (List <GameObject> .Enumerator enumerator = this.mUnitObjectLists.GetEnumerator()) { while (enumerator.MoveNext()) { enumerator.Current.SetActive(false); } } this.mUnitObject = this.mUnitObjectLists[idx]; this.mUnitObject.SetActive(true); this.SetAnimationComponent((Animation)this.mUnitObject.GetComponent <Animation>()); if (idx < this.mCharacterDataLists.Count) { this.mCharacterData = this.mCharacterDataLists[idx]; } if (idx < this.mCharacterSettingsLists.Count) { this.mCharacterSettings = this.mCharacterSettingsLists[idx]; } if (idx < this.mFaceAnimationLists.Count) { this.mFaceAnimation = this.mFaceAnimationLists[idx]; } return(idx != index); }
public bool HasAnimation(FaceAnimation animation) { return(animations.IndexOf(animation) >= 0); }