// Constructor
 public Uni2DAnimationFrameEvent(Uni2DSpriteAnimation a_rSpriteAnimation, int a_iClipIndex, Uni2DAnimationClip a_rClip, int a_iFrameIndex, Uni2DAnimationFrame a_rFrame)
 {
     spriteAnimation = a_rSpriteAnimation;
     clipIndex       = a_iClipIndex;
     clip            = a_rClip;
     frameIndex      = a_iFrameIndex;
     frame           = a_rFrame;
 }
	// Constructor
	public Uni2DAnimationFrameEvent(Uni2DSpriteAnimation a_rSpriteAnimation, int a_iClipIndex, Uni2DAnimationClip a_rClip, int a_iFrameIndex, Uni2DAnimationFrame a_rFrame)
	{
		spriteAnimation = a_rSpriteAnimation;
		clipIndex = a_iClipIndex;
		clip = a_rClip;
		frameIndex = a_iFrameIndex;
		frame = a_rFrame;
	}
示例#3
0
    private GameObject[] CreateSpritesFromDragAndDrop(List <Texture2D> a_rTexturesList, Vector3 a_f3Position, bool a_bPhysic, bool a_bCreateAnimationClip)
    {
        GameObject[] oGeneratedSprites;

        // Create an animation clip from selected textures
        if (a_bCreateAnimationClip)
        {
            oGeneratedSprites = new GameObject[1];

            // Create clip
            Uni2DAnimationClip rAnimationClip = this.CreateAnimationClip(a_rTexturesList);

            // Create a sprite from first animation frame
            GameObject rSpriteGameObject = this.CreateSprite(rAnimationClip.frames[0].textureContainer, a_f3Position, a_bPhysic);

            // Add clip to sprite animation
            Uni2DSpriteAnimation rSpriteAnimation = rSpriteGameObject.GetComponent <Uni2DSprite>( ).spriteAnimation;
            rSpriteAnimation.AddClip(rAnimationClip);

            // Set auto play
            rSpriteAnimation.playAutomatically = true;
            rSpriteAnimation.StartClipIndex    = 0;

            // Add to generated sprites
            oGeneratedSprites[0] = rSpriteGameObject;
        }
        else
        {
            int iTextureCount = a_rTexturesList.Count;
            oGeneratedSprites = new GameObject[iTextureCount];

            for (int iTextureIndex = 0; iTextureIndex < iTextureCount; ++iTextureIndex)
            {
                oGeneratedSprites[iTextureIndex] = this.CreateSprite(a_rTexturesList[iTextureIndex], a_f3Position, a_bPhysic);
            }
        }

        return(oGeneratedSprites);
    }
示例#4
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	// Constructor
	public Uni2DAnimationEvent(Uni2DSpriteAnimation a_rSpriteAnimation, int a_iClipIndex, Uni2DAnimationClip a_rClip)
	{
		spriteAnimation = a_rSpriteAnimation;
		clipIndex = a_iClipIndex;
		clip = a_rClip;
	}
示例#5
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 // Constructor
 public Uni2DAnimationEvent(Uni2DSpriteAnimation a_rSpriteAnimation, int a_iClipIndex, Uni2DAnimationClip a_rClip)
 {
     spriteAnimation = a_rSpriteAnimation;
     clipIndex       = a_iClipIndex;
     clip            = a_rClip;
 }