public void resetAnimation() { spriteRenderer.sprite = sprites[0]; currentImg = 0; cursor = 1; status = SpriteAnimationStatus.PAUSED; }
public SpriteAnimation(SpriteRenderer sp) { spriteRenderer = sp; status = SpriteAnimationStatus.PAUSED; mode = SpriteAnimationMode.BOUNCE; dtPerImg = 0.10f; }
/// <summary> /// Generic idle animation! Yay! /// </summary> /// <param name="informationSetter">Used to set the information</param> /// <returns>More time.</returns> public IEnumerator IdleAnimation(SpriteAnimator.StatusSetter informationSetter) { var lowState = new SpriteAnimationStatus( // speed 0.8f, // position new Vector3(0.0f, -0.025f, 0.0f), // rotations > Body, Head, Hat, LeftArm, LeftLeg, RightArm, RightLeg 1.0f, -3.5f, -5.5f, 20.0f, 10.0f, -20.0f, -10.0f); var highState = new SpriteAnimationStatus( // speed 0.8f, // position new Vector3(0.0f, 0.025f, 0.0f), // rotations > Body, Head, Hat, LeftArm, LeftLeg, RightArm, RightLeg -1.0f, 3.5f, 5.5f, 5.0f, 1.0f, 20.0f, -1.0f); while (true) { informationSetter(lowState); yield return(new WaitForSeconds(1.0f)); informationSetter(highState); yield return(new WaitForSeconds(1.0f)); } }
public void playAnimation() { spriteRenderer.sprite = sprites[0]; cursor = 1; status = SpriteAnimationStatus.PLAYING; }
public void PauseAnimation() { status = SpriteAnimationStatus.PAUSED; }
public void StopAnimation() { status = SpriteAnimationStatus.ENDED; }