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;
}
}
看完上述内容是否对您有帮助呢?如果还想对相关知识有进一步的了解或阅读更多相关文章,请关注亿速云行业资讯频道,感谢您对亿速云的支持。
亿速云「云服务器」,即开即用、新一代英特尔至强铂金CPU、三副本存储NVMe SSD云盘,价格低至29元/月。点击查看>>
免责声明:本站发布的内容(图片、视频和文字)以原创、转载和分享为主,文章观点不代表本网站立场,如果涉及侵权请联系站长邮箱:is@yisu.com进行举报,并提供相关证据,一经查实,将立刻删除涉嫌侵权内容。