// 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; }
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); }
// Constructor public Uni2DAnimationEvent(Uni2DSpriteAnimation a_rSpriteAnimation, int a_iClipIndex, Uni2DAnimationClip a_rClip) { spriteAnimation = a_rSpriteAnimation; clipIndex = a_iClipIndex; clip = a_rClip; }