本文整理汇总了C#中UVAnimation.BuildUVAnim方法的典型用法代码示例。如果您正苦于以下问题:C# UVAnimation.BuildUVAnim方法的具体用法?C# UVAnimation.BuildUVAnim怎么用?C# UVAnimation.BuildUVAnim使用的例子?那么恭喜您, 这里精选的方法代码示例或许可以为您提供帮助。您也可以进一步了解该方法所在类UVAnimation
的用法示例。
在下文中一共展示了UVAnimation.BuildUVAnim方法的15个代码示例,这些例子默认根据受欢迎程度排序。您可以为喜欢或者感觉有用的代码点赞,您的评价将有助于系统推荐出更棒的C#代码示例。
示例1: Start
// Use this for initialization
void Start()
{
sprite = spriteManager.AddSprite(gameObject, width, height, 0, 127, 128, 128, false);
// Create and setup anims
UVAnimation anim = new UVAnimation();
var firstFrame = spriteManager.PixelCoordToUVCoord(new Vector2(0, 127));
var cellSize = spriteManager.PixelSpaceToUVSpace(new Vector2(128, 128));
anim.BuildUVAnim(firstFrame, cellSize, 8, 8, 13, 15);
anim.name = "Idle";
anim.loopCycles = -1;
sprite.AddAnimation(anim);
anim = new UVAnimation();
firstFrame = spriteManager.PixelCoordToUVCoord(new Vector2(0, 127));
cellSize = spriteManager.PixelSpaceToUVSpace(new Vector2(128, 128));
anim.BuildUVAnim(firstFrame, cellSize, 8, 8, 13, 30);
anim.name = "Arm";
anim.loopCycles = -1;
sprite.AddAnimation(anim);
anim = new UVAnimation();
firstFrame = spriteManager.PixelCoordToUVCoord(new Vector2(256, 383));
cellSize = spriteManager.PixelSpaceToUVSpace(new Vector2(128, 128));
anim.BuildUVAnim(firstFrame, cellSize, 8, 8, 8, 30);
anim.name = "Explode";
anim.loopCycles = 1;
sprite.AddAnimation(anim);
sprite.PlayAnim("Idle");
}
示例2: Start
// Use this for initialization
void Start()
{
sprite = spriteManager.AddSprite(gameObject, width, height, 0, 511, 512, 512, false);
// Create and setup anims
UVAnimation anim = new UVAnimation();
var firstFrame = spriteManager.PixelCoordToUVCoord(new Vector2(0, 511));
var cellSize = spriteManager.PixelSpaceToUVSpace(new Vector2(512, 512));
anim.BuildUVAnim(firstFrame, cellSize, 8, 8, 16, 15);
anim.name = "Idle";
anim.loopCycles = -1;
sprite.AddAnimation(anim);
anim = new UVAnimation();
firstFrame = spriteManager.PixelCoordToUVCoord(new Vector2(0, 1023));
cellSize = spriteManager.PixelSpaceToUVSpace(new Vector2(512, 512));
anim.BuildUVAnim(firstFrame, cellSize, 8, 8, 19, 15);
anim.name = "Surprise";
anim.loopCycles = 0;
sprite.AddAnimation(anim);
sprite.PlayAnim("Idle");
}
示例3: Start
// Use this for initialization
public override void Start()
{
base.Start();
GetComponent<SimpleFollow>().enabled = false;
sprite = spriteManager.AddSprite(gameObject, width, height, 0, 127, 128, 128, false);
// Create and setup anims
UVAnimation anim = new UVAnimation();
var firstFrame = spriteManager.PixelCoordToUVCoord(new Vector2(0, 127));
var cellSize = spriteManager.PixelSpaceToUVSpace(new Vector2(128, 128));
anim.BuildUVAnim(firstFrame, cellSize, 8, 8, 14, 15);
anim.name = "Idle";
anim.loopCycles = -1;
sprite.AddAnimation(anim);
anim = new UVAnimation();
firstFrame = spriteManager.PixelCoordToUVCoord(new Vector2(0, 383));
cellSize = spriteManager.PixelSpaceToUVSpace(new Vector2(128, 128));
anim.BuildUVAnim(firstFrame, cellSize, 8, 8, 16, 15);
anim.name = "Die";
anim.loopCycles = 0;
sprite.AddAnimation(anim);
sprite.PlayAnim("Idle");
}
示例4: Start
// Use this for initialization
void Start()
{
sprite = spriteManager.AddSprite(this.gameObject,2,2,new Vector2(.5f,.5f), new Vector2(.25f, .5f), new Vector3(0,0,0), true);
stabbing = new UVAnimation();
stabbing.name="stabbing";
stabbing.SetAnim(stabbing.BuildUVAnim(new Vector2(.5f,.5f),new Vector2(.25f,.5f),2,2,3,2));
stabbing.loopCycles=-1; // makes animation loop infinitely
stabbing.loopReverse = true; // makes animation go in reverse after it's completed
sprite.AddAnimation(stabbing);
sprite.PlayAnim("stabbing");
}
示例5: CreateAnimation
protected UVAnimation CreateAnimation(string animName, Vector2 startUVPos, Vector2 UVSize, int animCells, int loopCycles, bool pingPongAnim, float framerate){
UVAnimation anim = new UVAnimation();
anim.name = animName;
anim.loopCycles = loopCycles;
anim.framerate = framerate;
if(pingPongAnim)
anim.loopReverse = true;
anim.BuildUVAnim(startUVPos, UVSize, spriteSheetCols, spriteSheetRows, animCells, framerate);
return anim;
}
示例6: DrawAnimation
public void DrawAnimation() {
// Put sprite on the client object
GameObject totem = GameObject.Find("TotemMono");
totem.renderer.enabled = false;
Sprite totemSprite = spriteManager.AddSprite(totem, 1f, 1f, new Vector2(0, 0.5f), new Vector2(0.5f, 0.5f), Vector3.zero, false);
// Set up animation
UVAnimation anim = new UVAnimation();
anim.name = "animation1";
anim.loopCycles = -1;
anim.framerate = framerate;
anim.BuildUVAnim(new Vector2(0, 0.5f), new Vector2(0.5f, 0.5f), 2, 2, 4, framerate);
// Prepare sprite
totemSprite.AddAnimation(anim);
totemSprite.PlayAnim("animation1");
}
示例7: Start
// Use this for initialization
void Start()
{
width = collider.bounds.size.x * 2 + 0.15f;
height = collider.bounds.size.y * 2 + 0.15f;
sprite = spriteManager.AddSprite(gameObject, width, height, 0, 127, 128, 128, false);
// Create and setup anims
UVAnimation anim = new UVAnimation();
var firstFrame = spriteManager.PixelCoordToUVCoord(new Vector2(0, 127));
var cellSize = spriteManager.PixelSpaceToUVSpace(new Vector2(128, 128));
anim.BuildUVAnim(firstFrame, cellSize, 8, 8, 11, 15);
anim.name = "Idle";
anim.loopCycles = -1;
sprite.AddAnimation(anim);
sprite.PlayAnim("Idle");
}
示例8: Start
// Use this for initialization
void Start()
{
sprite = spriteManager.AddSprite(gameObject, width, height, 0, 127, 128, 128, false);
// Create and setup anims
UVAnimation anim = new UVAnimation();
var firstFrame = spriteManager.PixelCoordToUVCoord(new Vector2(0, 127));
var cellSize = spriteManager.PixelSpaceToUVSpace(new Vector2(128, 128));
anim.BuildUVAnim(firstFrame, cellSize, 8, 8, 10, 15);
anim.name = "Idle";
anim.loopCycles = 0;
sprite.AddAnimation(anim);
sprite.PlayAnim("Idle");
sprite.SetAnimCompleteDelegate(delegate()
{
Destroy(transform.parent.gameObject);
});
}
示例9: InitAffectors
protected List<Affector> InitAffectors(EffectNode node)
{
List<Affector> AffectorList = new List<Affector>();
if (UVAffectorEnable)
{
UVAnimation uvAnim = new UVAnimation();
if (UVType == 1)
{
float perWidth = OriUVDimensions.x / Cols;
float perHeight = Mathf.Abs(OriUVDimensions.y / Rows);
Vector2 cellSize = new Vector2(perWidth, perHeight);
uvAnim.BuildUVAnim(OriTopLeftUV, cellSize, Cols, Rows, Cols * Rows);
}
UVDimension = uvAnim.UVDimensions[0];
UVTopLeft = uvAnim.frames[0];
if (uvAnim.frames.Length != 1)
{
uvAnim.loopCycles = LoopCircles;
Affector aft = new UVAffector(uvAnim, UVTime, node, RandomStartFrame);
AffectorList.Add(aft);
}
}
else
{
UVDimension = OriUVDimensions;
UVTopLeft = OriTopLeftUV;
}
if (RotAffectorEnable && RotateType != RSTYPE.NONE)
{
Affector aft;
if (RotateType == RSTYPE.CURVE)
aft = new RotateAffector(RotateCurve, node);
else
aft = new RotateAffector(DeltaRot, node);
AffectorList.Add(aft);
}
if (ScaleAffectorEnable && ScaleType != RSTYPE.NONE)
{
Affector aft;
if (UseSameScaleCurve)
ScaleYCurve = ScaleXCurve;
if (ScaleType == RSTYPE.CURVE)
aft = new ScaleAffector(ScaleXCurve, ScaleYCurve, node);
else
aft = new ScaleAffector(DeltaScaleX, DeltaScaleY, node);
AffectorList.Add(aft);
}
if (ColorAffectorEnable /*&& ColorAffectType != 0*/)
{
ColorAffector aft = new ColorAffector(this, node);
AffectorList.Add(aft);
}
if (JetAffectorEnable)
{
Affector aft = new JetAffector(JetMag,JetMagType,JetCurve,node);
AffectorList.Add(aft);
}
if (VortexAffectorEnable)
{
Affector aft;
aft = new VortexAffector(VortexObj, VortexMagType, VortexMag, VortexCurve, VortexDirection, VortexInheritRotation, node);
AffectorList.Add(aft);
}
if (UVRotAffectorEnable)
{
Affector aft;
float xscroll = UVRotXSpeed;
float yscroll = UVRotYSpeed;
if (RandomUVRotateSpeed)
{
xscroll = Random.Range(UVRotXSpeed,UVRotXSpeedMax);
yscroll = Random.Range(UVRotYSpeed,UVRotYSpeedMax);
}
aft = new UVRotAffector(xscroll, yscroll, node);
AffectorList.Add(aft);
}
if (GravityAffectorEnable)
{
Affector aft;
aft = new GravityAffector(GravityObject, GravityAftType, GravityMagType, IsGravityAccelerate,GravityDirection, GravityMag, GravityCurve, node);
AffectorList.Add(aft);
if (GravityAftType == GAFTTYPE.Spherical && GravityObject == null)
{
Debug.LogWarning("Gravity Object is missing, automatically set to effect layer self:" + gameObject.name);
GravityObject = transform;
}
}
if (AirAffectorEnable)
{
//.........这里部分代码省略.........
示例10: InitAffectors
protected ArrayList InitAffectors(EffectNode node)
{
ArrayList AffectorList = new ArrayList();
if (UVAffectorEnable)
{
UVAnimation uvAnim = new UVAnimation();
if (UVType == 1)
{
float perWidth = OriUVDimensions.x / Cols;
float perHeight = Mathf.Abs(OriUVDimensions.y / Rows);
Vector2 cellSize = new Vector2(perWidth, perHeight);
uvAnim.BuildUVAnim(OriTopLeftUV, cellSize, Cols, Rows, Cols * Rows);
}
UVDimension = uvAnim.UVDimensions[0];
UVTopLeft = uvAnim.frames[0];
if (uvAnim.frames.Length != 1)
{
uvAnim.loopCycles = LoopCircles;
Affector aft = new UVAffector(uvAnim, UVTime, node, RandomStartFrame);
AffectorList.Add(aft);
}
}
else
{
UVDimension = OriUVDimensions;
UVTopLeft = OriTopLeftUV;
}
if (RotAffectorEnable && RotateType != RSTYPE.NONE)
{
Affector aft;
if (RotateType == RSTYPE.CURVE)
aft = new RotateAffector(RotateCurve, node);
else
aft = new RotateAffector(DeltaRot, node);
AffectorList.Add(aft);
}
if (ScaleAffectorEnable && ScaleType != RSTYPE.NONE)
{
Affector aft;
if (ScaleType == RSTYPE.CURVE)
aft = new ScaleAffector(ScaleXCurve, ScaleYCurve, node);
else
aft = new ScaleAffector(DeltaScaleX, DeltaScaleY, node);
AffectorList.Add(aft);
}
if (ColorAffectorEnable && ColorAffectType != 0)
{
ColorAffector aft;
if (ColorAffectType == 2)
{
Color[] carr = new Color[5];
carr[0] = Color1; carr[1] = Color2; carr[2] = Color3; carr[3] = Color4; carr[4] = Color5;
aft = new ColorAffector(carr, ColorGradualTimeLength, ColorGradualType, node);
}
else
{
Color[] carr = new Color[2];
carr[0] = Color1; carr[1] = Color2;
aft = new ColorAffector(carr, ColorGradualTimeLength, ColorGradualType, node);
}
AffectorList.Add(aft);
}
if (JetAffectorEnable)
{
Affector aft = new JetAffector(JetMin, JetMax, node);
AffectorList.Add(aft);
}
if (VortexAffectorEnable)
{
Affector aft;
aft = new VortexAffector(VortexObj, VortexMagType, VortexMag, VortexCurve, VortexDirection, VortexInheritRotation, node);
AffectorList.Add(aft);
}
if (UVRotAffectorEnable)
{
Affector aft;
aft = new UVRotAffector(UVRotXSpeed, UVRotYSpeed, node);
AffectorList.Add(aft);
}
if (GravityAffectorEnable)
{
Affector aft;
aft = new GravityAffector(GravityObject, GravityAftType, GravityMagType, IsGravityAccelerate,GravityDirection, GravityMag, GravityCurve, node);
AffectorList.Add(aft);
if (GravityAftType == GAFTTYPE.Spherical && GravityObject == null)
{
Debug.LogWarning("Gravity Object is missing, automatically set to effect layer self.");
GravityObject = transform;
}
}
if (AirAffectorEnable)
{
Affector aft = new AirFieldAffector(AirObject, AirDirection, AirMagType, AirMagnitude, AirMagCurve, AirAttenuation, AirUseMaxDistance,
//.........这里部分代码省略.........
示例11: InitAffectors
protected ArrayList InitAffectors(EffectNode node)
{
ArrayList AffectorList = new ArrayList();
if (UVAffectorEnable)
{
UVAnimation uvAnim = new UVAnimation();
Texture t = Vertexpool.GetMaterial().GetTexture("_MainTex");
if (UVType == 2)
{
uvAnim.BuildFromFile(EanPath, EanIndex, UVTime, t);
OriLowerLeftUV = uvAnim.frames[0];
OriUVDimensions = uvAnim.UVDimensions[0];
}
else if (UVType == 1)
{
float perWidth = t.width / Cols;
float perHeight = t.height / Rows;
Vector2 cellSize = new Vector2(perWidth / t.width, perHeight / t.height);
Vector2 start = new Vector2(0f, 1f);
uvAnim.BuildUVAnim(start, cellSize, Cols, Rows, Cols * Rows);
OriLowerLeftUV = start;
OriUVDimensions = cellSize;
OriUVDimensions.y = -OriUVDimensions.y;
}
if (uvAnim.frames.Length == 1)
{
OriLowerLeftUV = uvAnim.frames[0];
OriUVDimensions = uvAnim.UVDimensions[0];
}
else
{
uvAnim.loopCycles = LoopCircles;
Affector aft = new UVAffector(uvAnim, UVTime,node);
AffectorList.Add(aft);
}
}
if (RotAffectorEnable && RotateType != RSTYPE.NONE)
{
Affector aft;
if (RotateType == RSTYPE.CURVE)
aft = new RotateAffector(RotateCurve,node);
else
aft = new RotateAffector(DeltaRot,node);
AffectorList.Add(aft);
}
if (ScaleAffectorEnable && ScaleType != RSTYPE.NONE)
{
Affector aft;
if (ScaleType == RSTYPE.CURVE)
aft = new ScaleAffector(ScaleXCurve,ScaleYCurve,node);
else
aft = new ScaleAffector(DeltaScaleX, DeltaScaleY,node);
AffectorList.Add(aft);
}
if (ColorAffectorEnable && ColorAffectType != 0)
{
ColorAffector aft;
if (ColorAffectType == 2)
{
Color[] carr = new Color[4];
carr[0] = Color1; carr[1] = Color2; carr[2] = Color3; carr[3] = Color4;
aft = new ColorAffector(carr,ColorGradualTimeLength,ColorGradualType,node);
}
else
{
Color[] carr = new Color[2];
carr[0] = Color1; carr[1] = Color2;
aft = new ColorAffector(carr,ColorGradualTimeLength,ColorGradualType,node);
}
AffectorList.Add(aft);
}
if (LinearForceAffectorEnable)
{
Affector aft = new LinearForceAffector(LinearForce.normalized * LinearMagnitude,node);
AffectorList.Add(aft);
}
if (JetAffectorEnable)
{
Affector aft = new JetAffector(JetMin,JetMax,node);
AffectorList.Add(aft);
}
if (VortexAffectorEnable)
{
Affector aft;
if (UseVortexCurve)
aft = new VortexAffector(VortexCurve, VortexDirection,node);
else
aft = new VortexAffector(VortexMag, VortexDirection,node);
AffectorList.Add(aft);
}
if (AttractionAffectorEnable)
{
Affector aft ;
if (UseVortexCurve)
aft = new AttractionForceAffector(AttractionCurve, AttractionPosition,node);
else
//.........这里部分代码省略.........
示例12: Start
void Start()
{
spriteManager = spriteManagerObject.GetComponent<SpriteManager>();
bullets = new Bullet[numberOfBullets];
for(int i = 0; i < numberOfBullets; i++)
{
Bullet bullet = new Bullet();
Rigidbody brigidbody = Instantiate(bulletPrefab, Vector3.zero, Quaternion.identity) as Rigidbody;
brigidbody.transform.parent = transform;
brigidbody.gameObject.SetActive(false);
bullet.rigidbody = brigidbody;
bullet.sprite = spriteManager.AddSprite(bullet.rigidbody.gameObject, 2f, 2f, 0, 512, 512, 512, true);
UVAnimation animation = new UVAnimation();
Vector2 randomFacingUV = (UnityEngine.Random.value >= 0.5f) ? new Vector2(0, 0.5f) : new Vector2(0.5f, 0);
animation.BuildUVAnim(randomFacingUV, new Vector2(0.5f, 0.5f), 2, 1, 2, 8);
animation.loopCycles = 3000;
bullet.sprite.PlayAnim(animation);
spriteManager.AnimateSprite(bullet.sprite);
bullets[i] = bullet;
}
GameManager.RegisterPlayer(gameObject);
swarm = swarmObject.GetComponent<SwarmScript>();
}
示例13: Start
public override void Start()
{
base.Start();
sprite = spriteManager.AddSprite(gameObject, width, height, 0, 127, 128, 128, false);
// Create and setup anims
UVAnimation anim = new UVAnimation();
var firstFrame = spriteManager.PixelCoordToUVCoord(new Vector2(0, 127));
var cellSize = spriteManager.PixelSpaceToUVSpace(new Vector2(128, 128));
anim.BuildUVAnim(firstFrame, cellSize, 8, 8, 14, 15);
anim.name = "Idle";
anim.loopCycles = -1;
sprite.AddAnimation(anim);
anim = new UVAnimation();
firstFrame = spriteManager.PixelCoordToUVCoord(new Vector2(0, 383));
cellSize = spriteManager.PixelSpaceToUVSpace(new Vector2(128, 128));
anim.BuildUVAnim(firstFrame, cellSize, 8, 8, 16, 15);
anim.name = "Die";
anim.loopCycles = 0;
sprite.AddAnimation(anim);
sprite.PlayAnim("Idle");
dolphin = GameObject.Find("DolphinSprite");
Util.Assert(dolphin != null);
}
示例14: InitSM
void InitSM()
{
S = LSM.AddSprite(this.gameObject, 5, 5, LSM.PixelCoordToUVCoord(0, 0), LSM.PixelSpaceToUVSpace(512, 512), -transform.forward * .4f, false);
anim_run = new UVAnimation();
anim_run.SetAnim(
new Vector2[]{
LSM.PixelCoordToUVCoord(3072, 0),
LSM.PixelCoordToUVCoord(3072+512, 0),
LSM.PixelCoordToUVCoord(0, 512),
LSM.PixelCoordToUVCoord(512, 512),
LSM.PixelCoordToUVCoord(1024, 512),
LSM.PixelCoordToUVCoord(1024+512, 512),
LSM.PixelCoordToUVCoord(2048, 512),
LSM.PixelCoordToUVCoord(2048+512, 512)
});
//anim_run.BuildUVAnim(LSM.PixelCoordToUVCoord(3072, 512), LSM.PixelSpaceToUVSpace(512, 512), 16, 2, 16, 2f);
anim_run.loopCycles = -1;
//anim_run.PlayInReverse();
anim_run.name = "Run";
S.AddAnimation(anim_run);
anim_idle = new UVAnimation();
anim_idle.BuildUVAnim(LSM.PixelCoordToUVCoord(0, 512), LSM.PixelCoordToUVCoord(512, 512), 8, 2, 1, 12f);
anim_idle.loopCycles = -1;
S.AddAnimation(anim_idle);
anim_idle.name = "Idle";
anim_runstart = new UVAnimation();
anim_runstart.BuildUVAnim(LSM.PixelCoordToUVCoord(0, 512), LSM.PixelCoordToUVCoord(512, 512), 8, 2, 1, 12f);
anim_runstart.loopCycles = -1;
S.AddAnimation(anim_runstart);
anim_runstart.name = "RunStart";
anim_current = "Run";
S.PlayAnim(anim_run);
LSM.ScheduleBoundsUpdate(0.5f);
}
示例15: Initialize
public void Initialize(DungeonEntity e, SpriteData sd, LinkedSpriteManager ls)
{
entity = e;
spriteData = sd;
lsManager = ls;
Texture texture = lsManager.material.mainTexture;
Vector2 textDim = new Vector2(texture.width, texture.height);
uvDim = new Vector2(spriteData.spriteDim.x / textDim.x, spriteData.spriteDim.y / textDim.y);
Vector2 uvCoord = Vector2.zero;
uvCoord.x = uvDim.x * 7;
uvCoord.y = 1 - (spriteData.spriteDim.y * (spriteData.spriteIndex + 1) / textDim.y);
sprite = lsManager.AddSprite(gameObject, spriteData.dim.x, spriteData.dim.y, uvCoord, uvDim, Vector3.up * 0.5f, true);
visible = true;
transform.localPosition = Vector3.up * sd.dim.y/2;
Vector2 pos;
UVAnimation walking_s = new UVAnimation();
pos = new Vector2(0, uvCoord.y);
walking_s.BuildUVAnim(pos, uvDim, 3, 1, 3, 10);
walking_s.name = "walking_s";
walking_s.loopCycles = -1;
UVAnimation walking_nw = new UVAnimation();
pos = new Vector2(uvDim.x * 3, uvCoord.y);
walking_nw.BuildUVAnim(pos, uvDim, 3, 1, 3, 10);
walking_nw.name = "walking_nw";
walking_nw.loopCycles = -1;
UVAnimation walking_sw = new UVAnimation();
pos = new Vector2(uvDim.x * 3, uvCoord.y);
walking_sw.BuildUVAnim(pos, uvDim, 3, 1, 3, 10);
walking_sw.name = "walking_sw";
walking_sw.loopCycles = -1;
UVAnimation walking_ne = new UVAnimation();
pos = new Vector2(uvDim.x * 6, uvCoord.y);
walking_ne.BuildUVAnim(pos, uvDim, 3, 1, 3, 10);
walking_ne.name = "walking_ne";
walking_ne.loopCycles = -1;
UVAnimation walking_se = new UVAnimation();
pos = new Vector2(uvDim.x * 6, uvCoord.y);
walking_se.BuildUVAnim(pos, uvDim, 3, 1, 3, 10);
walking_se.name = "walking_se";
walking_se.loopCycles = -1;
UVAnimation walking_n = new UVAnimation();
pos = new Vector2(uvDim.x * 9, uvCoord.y);
walking_n.BuildUVAnim(pos, uvDim, 3, 1, 3, 10);
walking_n.name = "walking_n";
walking_n.loopCycles = -1;
sprite.AddAnimation(walking_n);
sprite.AddAnimation(walking_ne);
sprite.AddAnimation(walking_nw);
sprite.AddAnimation(walking_s);
sprite.AddAnimation(walking_se);
sprite.AddAnimation(walking_sw);
}