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使用Unity怎么实现序列帧动画播放器?很多新手对此不是很清楚,为了帮助大家解决这个难题,下面小编将为大家详细讲解,有这方面需求的人可以来学习下,希望你能有所收获。
using UnityEngine; using UnityEngine.UI; using System; /// <summary> /// 序列帧动画播放器 /// 支持UGUI的Image和Unity2D的SpriteRenderer /// </summary> public class FrameAnimator : MonoBehaviour { /// <summary> /// 序列帧 /// </summary> public Sprite[] Frames{ get { return frames; } set { frames = value; } } [SerializeField]private Sprite[] frames = null; /// <summary> /// 帧率,为正时正向播放,为负时反向播放 /// </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> /// 是否循环 /// </summary> public bool Loop{ get { return loop; } set { loop = value; } } [SerializeField]private bool loop = true; //动画曲线 [SerializeField]private AnimationCurve curve = new AnimationCurve (new Keyframe (0, 1, 0, 0), new Keyframe (1, 1, 0, 0)); /// <summary> /// 结束事件 /// 在每次播放完一个周期时触发 /// 在循环模式下触发此事件时,当前帧不一定为结束帧 /// </summary> public event Action FinishEvent; //目标Image组件 private Image image; //目标SpriteRenderer组件 private SpriteRenderer spriteRenderer; //当前帧索引 private int currentFrameIndex = 0; //下一次更新时间 private float timer = 0.0f; //当前帧率,通过曲线计算而来 private float currentFramerate = 20.0f; /// <summary> /// 重设动画 /// </summary> public void Reset () { currentFrameIndex = framerate < 0 ? frames.Length - 1 : 0; } /// <summary> /// 从停止的位置播放动画 /// </summary> public void Play () { this.enabled = true; } /// <summary> /// 暂停动画 /// </summary> public void Pause () { this.enabled = false; } /// <summary> /// 停止动画,将位置设为初始位置 /// </summary> public void Stop () { Pause (); Reset (); } //自动开启动画 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 () { //帧数据无效,禁用脚本 if (frames == null || frames.Length == 0) { this.enabled = false; } else { //从曲线值计算当前帧率 float curveValue = curve.Evaluate ((float)currentFrameIndex / frames.Length); float curvedFramerate = curveValue * framerate; //帧率有效 if (curvedFramerate != 0) { //获取当前时间 float time = ignoreTimeScale ? Time.unscaledTime : Time.time; //计算帧间隔时间 float interval = Mathf.Abs (1.0f / curvedFramerate); //满足更新条件,执行更新操作 if (time - timer > interval) { //执行更新操作 DoUpdate (); } } #if UNITY_EDITOR else { Debug.LogWarning ("Framerate got '0' value, animation stopped."); } #endif } } //具体更新操作 private void DoUpdate () { //计算新的索引 int nextIndex = currentFrameIndex + (int)Mathf.Sign (currentFramerate); //索引越界,表示已经到结束帧 if (nextIndex < 0 || nextIndex >= frames.Length) { //广播事件 if (FinishEvent != null) { FinishEvent (); } //非循环模式,禁用脚本 if (loop == false) { currentFrameIndex = Mathf.Clamp (currentFrameIndex, 0, frames.Length - 1); this.enabled = false; return; } } //钳制索引 currentFrameIndex = nextIndex % frames.Length; //更新图片 if (image != null) { image.sprite = frames [currentFrameIndex]; } else if (spriteRenderer != null) { spriteRenderer.sprite = frames [currentFrameIndex]; } //设置计时器为当前时间 timer = ignoreTimeScale ? Time.unscaledTime : Time.time; } }
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