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using UnityEngine; using System.Collections; using System.Collections.Generic; using UnityEngine.UI; using System; [RequireComponent( typeof (Image))] public class UGUISpriteAnimation
: MonoBehaviour { private Image
ImageSource; private int mCurFrame
= 0; private float mDelta
= 0; public float FPS
= 5; public List<Sprite>
SpriteFrames; public bool IsPlaying
= false ; public bool Foward
= true ; public bool AutoPlay
= false ; public bool Loop
= false ; public int FrameCount { get { return SpriteFrames.Count; } } void Awake() { ImageSource
= GetComponent<Image>(); } void Start() { if (AutoPlay) { Play(); } else { IsPlaying
= false ; } } private void SetSprite( int idx) { ImageSource.sprite
= SpriteFrames[idx]; ImageSource.SetNativeSize(); } public void Play() { IsPlaying
= true ; Foward
= true ; } public void PlayReverse() { IsPlaying
= true ; Foward
= false ; } void Update() { if (!IsPlaying
|| 0 == FrameCount) { return ; } mDelta
+= Time.deltaTime; if (mDelta
> 1 / FPS) { mDelta
= 0; if (Foward) { mCurFrame++; } else { mCurFrame--; } if (mCurFrame
>= FrameCount) { if (Loop) { mCurFrame
= 0; } else { IsPlaying
= false ; return ; } } else if (mCurFrame<0) { if (Loop) { mCurFrame
= FrameCount-1; } else { IsPlaying
= false ; return ; } } SetSprite(mCurFrame); } } public void Pause() { IsPlaying
= false ; } public void Resume() { if (!IsPlaying) { IsPlaying
= true ; } } public void Stop() { mCurFrame
= 0; SetSprite(mCurFrame); IsPlaying
= false ; } public void Rewind() { mCurFrame
= 0; SetSprite(mCurFrame); Play(); } } |
UGUI序列帧动画
最新推荐文章于 2021-11-30 14:17:28 发布