/// <summary> /// Plays the specified SuperSprite animation, /// but only if it isn't playing already. /// </summary> /// <param name="anim">The SuperSprite animation to be played.</param> public void DoAnim(SuperSpriteAnim anim) { if (curAnim != anim | !animating) { PlayAnim(anim); } }
/// <summary> /// Plays the specified SuperSprite animation. /// </summary> /// <param name="anim">The SuperSprite animation to be played.</param> public void PlayAnim(SuperSpriteAnim anim) { if (!m_started) { Start(); } if (curAnim != null) { curAnim.Hide(true); } curAnim = anim; curAnim.Reset(); animating = true; anim.Play(); }
// Is called when the animation finishes: protected void AnimFinished(SuperSpriteAnim anim) { animating = false; if (animCompleteDelegate != null) { animCompleteDelegate(this); } // Handle the OnAnimEnd action: if (curAnim != null) { switch (curAnim.onAnimEnd) { case SuperSpriteAnim.ANIM_END_ACTION.Play_Default_Anim: PlayAnim(defaultAnim); break; case SuperSpriteAnim.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.SetActiveRecursively(false); #endif break; case SuperSpriteAnim.ANIM_END_ACTION.Destroy: for (int i = 0; i < animations.Length; ++i) { animations[i].Delete(); } Destroy(gameObject); break; default: // Do nothing break; } } }
// Is called when the animation finishes: protected void AnimFinished(SuperSpriteAnim anim) { animating = false; if (animCompleteDelegate != null) animCompleteDelegate(this); // Handle the OnAnimEnd action: if (curAnim != null) { switch (curAnim.onAnimEnd) { case SuperSpriteAnim.ANIM_END_ACTION.Play_Default_Anim: PlayAnim(defaultAnim); break; case SuperSpriteAnim.ANIM_END_ACTION.Deactivate: gameObject.SetActiveRecursively(false); break; case SuperSpriteAnim.ANIM_END_ACTION.Destroy: for (int i = 0; i < animations.Length; ++i) animations[i].Delete(); Destroy(gameObject); break; default: // Do nothing break; } } }
/// <summary> /// Plays the specified SuperSprite animation, /// but only if it isn't playing already. /// </summary> /// <param name="anim">The SuperSprite animation to be played.</param> public void DoAnim(SuperSpriteAnim anim) { if (curAnim != anim | !animating) PlayAnim(anim); }
/// <summary> /// Plays the specified SuperSprite animation. /// </summary> /// <param name="anim">The SuperSprite animation to be played.</param> public void PlayAnim(SuperSpriteAnim anim) { if (!m_started) Start(); if (curAnim != null) curAnim.Hide(true); curAnim = anim; curAnim.Reset(); animating = true; anim.Play(); }