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使用Unity怎么實現(xiàn)序列幀動畫播放器?很多新手對此不是很清楚,為了幫助大家解決這個難題,下面小編將為大家詳細(xì)講解,有這方面需求的人可以來學(xué)習(xí)下,希望你能有所收獲。
using UnityEngine; using UnityEngine.UI; using System; /// <summary> /// 序列幀動畫播放器 /// 支持UGUI的Image和Unity2D的SpriteRenderer /// </summary> public class FrameAnimator : MonoBehaviour { /// <summary> /// 序列幀 /// </summary> public Sprite[] Frames{ get { return frames; } set { frames = value; } } [SerializeField]private Sprite[] frames = null; /// <summary> /// 幀率,為正時正向播放,為負(fù)時反向播放 /// </summary> public float Framerate { get { return framerate; } set { framerate = value; } } [SerializeField] private float framerate = 20.0f; /// <summary> /// 是否忽略timeScale /// </summary> public bool IgnoreTimeScale{ get { return ignoreTimeScale; } set { ignoreTimeScale = value; } } [SerializeField]private bool ignoreTimeScale = true; /// <summary> /// 是否循環(huán) /// </summary> public bool Loop{ get { return loop; } set { loop = value; } } [SerializeField]private bool loop = true; //動畫曲線 [SerializeField]private AnimationCurve curve = new AnimationCurve (new Keyframe (0, 1, 0, 0), new Keyframe (1, 1, 0, 0)); /// <summary> /// 結(jié)束事件 /// 在每次播放完一個周期時觸發(fā) /// 在循環(huán)模式下觸發(fā)此事件時,當(dāng)前幀不一定為結(jié)束幀 /// </summary> public event Action FinishEvent; //目標(biāo)Image組件 private Image image; //目標(biāo)SpriteRenderer組件 private SpriteRenderer spriteRenderer; //當(dāng)前幀索引 private int currentFrameIndex = 0; //下一次更新時間 private float timer = 0.0f; //當(dāng)前幀率,通過曲線計算而來 private float currentFramerate = 20.0f; /// <summary> /// 重設(shè)動畫 /// </summary> public void Reset () { currentFrameIndex = framerate < 0 ? frames.Length - 1 : 0; } /// <summary> /// 從停止的位置播放動畫 /// </summary> public void Play () { this.enabled = true; } /// <summary> /// 暫停動畫 /// </summary> public void Pause () { this.enabled = false; } /// <summary> /// 停止動畫,將位置設(shè)為初始位置 /// </summary> public void Stop () { Pause (); Reset (); } //自動開啟動畫 void Start () { image = this.GetComponent<Image> (); spriteRenderer = this.GetComponent<SpriteRenderer> (); #if UNITY_EDITOR if (image == null && spriteRenderer == null) { Debug.LogWarning ("No available component found. 'Image' or 'SpriteRenderer' required.", this.gameObject); } #endif } void Update () { //幀數(shù)據(jù)無效,禁用腳本 if (frames == null || frames.Length == 0) { this.enabled = false; } else { //從曲線值計算當(dāng)前幀率 float curveValue = curve.Evaluate ((float)currentFrameIndex / frames.Length); float curvedFramerate = curveValue * framerate; //幀率有效 if (curvedFramerate != 0) { //獲取當(dāng)前時間 float time = ignoreTimeScale ? Time.unscaledTime : Time.time; //計算幀間隔時間 float interval = Mathf.Abs (1.0f / curvedFramerate); //滿足更新條件,執(zhí)行更新操作 if (time - timer > interval) { //執(zhí)行更新操作 DoUpdate (); } } #if UNITY_EDITOR else { Debug.LogWarning ("Framerate got '0' value, animation stopped."); } #endif } } //具體更新操作 private void DoUpdate () { //計算新的索引 int nextIndex = currentFrameIndex + (int)Mathf.Sign (currentFramerate); //索引越界,表示已經(jīng)到結(jié)束幀 if (nextIndex < 0 || nextIndex >= frames.Length) { //廣播事件 if (FinishEvent != null) { FinishEvent (); } //非循環(huán)模式,禁用腳本 if (loop == false) { currentFrameIndex = Mathf.Clamp (currentFrameIndex, 0, frames.Length - 1); this.enabled = false; return; } } //鉗制索引 currentFrameIndex = nextIndex % frames.Length; //更新圖片 if (image != null) { image.sprite = frames [currentFrameIndex]; } else if (spriteRenderer != null) { spriteRenderer.sprite = frames [currentFrameIndex]; } //設(shè)置計時器為當(dāng)前時間 timer = ignoreTimeScale ? Time.unscaledTime : Time.time; } }
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