UGUI序列帧动画

本文介绍了一个Unity中基于UGUI的精灵动画实现方案。通过使用Image组件和Sprite帧列表,可以轻松创建向前或向后播放的动画效果。该方案支持自动播放、循环播放,并提供了播放、暂停、停止等控制方法。

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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();
    }
}
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