C# Class UVAnimation_Multi, urban-survivors

Show file Open project: exdev/urban-survivors Class Usage Examples

Public Properties

Property Type Description
clips UVAnimation_Auto[],
framerate float
loopCycles int
loopReverse bool
name string
onAnimEnd UVAnimation.ANIM_END_ACTION

Protected Properties

Property Type Description
curClip int
duration float
framePos int
i int
numLoops int
ret bool
stepDir int

Public Methods

Method Description
AppendAnim ( int index, SPRITE_FRAME anim ) : void

Appends UV animation to the clip specified by index.

AppendClip ( UVAnimation, clip ) : void

Appends UV animation clip to the end of the animation sequence.

BuildUVAnim ( SpriteRoot, s ) : UVAnimation_Auto[],

Builds the UV animations for all animation clips that are a part of this animation sequence.

Clone ( ) : UVAnimation_Multi,
GetCurPosition ( ) : int

Returns the (zero-based) frame number of the current position in the over all animation. Example: If the multi contains a total of 100 frames and 25 frames have played so far, then 24 will be returned (because it is zero-based). If the multi is playing backwards, this number will count down from 100 as well.

GetCurrentClip ( ) : UVAnimation_Auto,

Gets a reference to the currently-playing clip.

GetCurrentFrame ( ) : SPRITE_FRAME

Returns the SPRITE_FRAME of the current frame without advancing to the next frame.

GetDuration ( ) : float

Returns the duration, in seconds, of the animation. NOTE: This takes into account loop cycles and loop reverse. Ex: If an animation has a framerate of 30fps, consists of 60 frames, and is set to loop once, the duration will be 4 seconds.

GetFrameCount ( ) : int

Returns the total number of frames displayed by this animation.

GetNextFrame ( SPRITE_FRAME &nextFrame ) : bool
PlayInReverse ( ) : void
Reset ( ) : void

Resets the animation sequence for playing anew.

SetAnim ( int index, SPRITE_FRAME frames ) : void

Replaces the contents of the specified clip.

SetAnimPosition ( float pos ) : void

Sets the current playing position of the animation. NOTE: This method does NOT take loop cycles and loop reversing into account. To set the position taking loop cycles and loop reversing into account, use SetPosition().

SetPosition ( float pos ) : void

Sets the current playing position of the animation. NOTE: This method takes loop cycles and loop reversing into account. To set the position without regard to loop cycles or loop reversing, use SetAnimPosition().

UVAnimation_Multi ( ) : UnityEngine
UVAnimation_Multi ( UVAnimation_Multi, anim ) : UnityEngine

Protected Methods

Method Description
CalcDuration ( ) : void

Method Details

AppendAnim() public method

Appends UV animation to the clip specified by index.
public AppendAnim ( int index, SPRITE_FRAME anim ) : void
index int The animation clip to append to.
anim SPRITE_FRAME Array of ANIM_FRAMEs that define the animation to be appended.
return void

AppendClip() public method

Appends UV animation clip to the end of the animation sequence.
public AppendClip ( UVAnimation, clip ) : void
clip UVAnimation, Animation clip to append.
return void

BuildUVAnim() public method

Builds the UV animations for all animation clips that are a part of this animation sequence.
public BuildUVAnim ( SpriteRoot, s ) : UVAnimation_Auto[],
s SpriteRoot, The sprite for which to build the animation.
return UVAnimation_Auto[],

CalcDuration() protected method

protected CalcDuration ( ) : void
return void

Clone() public method

public Clone ( ) : UVAnimation_Multi,
return UVAnimation_Multi,

GetCurPosition() public method

Returns the (zero-based) frame number of the current position in the over all animation. Example: If the multi contains a total of 100 frames and 25 frames have played so far, then 24 will be returned (because it is zero-based). If the multi is playing backwards, this number will count down from 100 as well.
public GetCurPosition ( ) : int
return int

GetCurrentClip() public method

Gets a reference to the currently-playing clip.
public GetCurrentClip ( ) : UVAnimation_Auto,
return UVAnimation_Auto,

GetCurrentFrame() public method

Returns the SPRITE_FRAME of the current frame without advancing to the next frame.
public GetCurrentFrame ( ) : SPRITE_FRAME
return SPRITE_FRAME

GetDuration() public method

Returns the duration, in seconds, of the animation. NOTE: This takes into account loop cycles and loop reverse. Ex: If an animation has a framerate of 30fps, consists of 60 frames, and is set to loop once, the duration will be 4 seconds.
public GetDuration ( ) : float
return float

GetFrameCount() public method

Returns the total number of frames displayed by this animation.
public GetFrameCount ( ) : int
return int

GetNextFrame() public method

public GetNextFrame ( SPRITE_FRAME &nextFrame ) : bool
nextFrame SPRITE_FRAME
return bool

PlayInReverse() public method

public PlayInReverse ( ) : void
return void

Reset() public method

Resets the animation sequence for playing anew.
public Reset ( ) : void
return void

SetAnim() public method

Replaces the contents of the specified clip.
public SetAnim ( int index, SPRITE_FRAME frames ) : void
index int Index of the clip the contents of which you wish to replace.
frames SPRITE_FRAME Array of ANIM_FRAMEs that define the content of an animation clip.
return void

SetAnimPosition() public method

Sets the current playing position of the animation. NOTE: This method does NOT take loop cycles and loop reversing into account. To set the position taking loop cycles and loop reversing into account, use SetPosition().
public SetAnimPosition ( float pos ) : void
pos float Desired position in the animation (0-1).
return void

SetPosition() public method

Sets the current playing position of the animation. NOTE: This method takes loop cycles and loop reversing into account. To set the position without regard to loop cycles or loop reversing, use SetAnimPosition().
public SetPosition ( float pos ) : void
pos float Desired position in the animation (0-1).
return void

UVAnimation_Multi() public method

public UVAnimation_Multi ( ) : UnityEngine
return UnityEngine

UVAnimation_Multi() public method

public UVAnimation_Multi ( UVAnimation_Multi, anim ) : UnityEngine
anim UVAnimation_Multi,
return UnityEngine

Property Details

clips public property

The actual sprite animation clips that make up the animation sequence.
public UVAnimation_Auto[], clips
return UVAnimation_Auto[],

curClip protected property

protected int curClip
return int

duration protected property

protected float duration
return float

framePos protected property

protected int framePos
return int

framerate public property

The rate in frames per second at which to play the animation.
public float framerate
return float

i protected property

protected int i
return int

loopCycles public property

How many times to loop the animation IN ADDITION TO the initial play-through. (-1 to loop infinitely, 0 not to loop at all, 1 to repeat once before stopping, etc.)
public int loopCycles
return int

loopReverse public property

Reverse the play direction when the end of the animation is reached? If true, a loop iteration isn't counted until the animation returns to the beginning.
public bool loopReverse
return bool

name public property

The name of the animation sequence
public string name
return string

numLoops protected property

protected int numLoops
return int

onAnimEnd public property

What the sprite should do when the animation is done playing. The options are to: 1) Do nothing, 2) return to the static image, 3) play the default animation.
public UVAnimation.ANIM_END_ACTION onAnimEnd
return UVAnimation.ANIM_END_ACTION

ret protected property

protected bool ret
return bool

stepDir protected property

protected int stepDir
return int