C# Class SuperSpriteAnim, urban-survivors

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Méthodes publiques

Свойство Type Description
deactivateNonPlaying bool
deactivateRecursively bool
loopCycles int
name string
onAnimEnd ANIM_END_ACTION
pingPong bool
spriteAnims SuperSpriteAnimElement[],

Protected Properties

Свойство Type Description
curAnim int
isRunning bool
numLoops int
stepDir int

Méthodes publiques

Méthode Description
AnimFinished ( SpriteBase, sp ) : void
Delete ( ) : void

Calls Delete() on each constituent sprite.

Hide ( bool tf ) : void

Hides the sprite of the current animation.

Init ( int idx, AnimCompletedDelegate del ) : void
IsHidden ( ) : bool

Returns whether the current sprite in this animation is hidden:

Pause ( ) : void

Pauses the animation.

Play ( ) : void

Starts the animation to playing.

Reset ( ) : void

Resets the animation to the beginning.

Stop ( ) : void

Stops the animation playing.

Unpause ( ) : void

Unpauses the animation.

Méthodes protégées

Méthode Description
HideSprite ( SpriteBase, sp, bool tf ) : void

Method Details

AnimFinished() public méthode

public AnimFinished ( SpriteBase, sp ) : void
sp SpriteBase,
Résultat void

Delete() public méthode

Calls Delete() on each constituent sprite.
public Delete ( ) : void
Résultat void

Hide() public méthode

Hides the sprite of the current animation.
public Hide ( bool tf ) : void
tf bool Whether to hide the animation.
Résultat void

HideSprite() protected méthode

protected HideSprite ( SpriteBase, sp, bool tf ) : void
sp SpriteBase,
tf bool
Résultat void

Init() public méthode

public Init ( int idx, AnimCompletedDelegate del ) : void
idx int
del AnimCompletedDelegate
Résultat void

IsHidden() public méthode

Returns whether the current sprite in this animation is hidden:
public IsHidden ( ) : bool
Résultat bool

Pause() public méthode

Pauses the animation.
public Pause ( ) : void
Résultat void

Play() public méthode

Starts the animation to playing.
public Play ( ) : void
Résultat void

Reset() public méthode

Resets the animation to the beginning.
public Reset ( ) : void
Résultat void

Stop() public méthode

Stops the animation playing.
public Stop ( ) : void
Résultat void

Unpause() public méthode

Unpauses the animation.
public Unpause ( ) : void
Résultat void

Property Details

curAnim protected_oe property

protected int curAnim
Résultat int

deactivateNonPlaying public_oe property

When set to true, non-playing sprites' GameObjects will be deactivated and not merely hidden.
public bool deactivateNonPlaying
Résultat bool

deactivateRecursively public_oe property

When set to true, non-playing sprites' GameObjecs will be deactivated recursively. NOTE: Only has effect if deactivateNonPlaying is set to true.
public bool deactivateRecursively
Résultat bool

isRunning protected_oe property

protected bool isRunning
Résultat bool

loopCycles public_oe property

How many times to loop the animation, IN ADDITION to the initial play-through. 0 indicates to place the animation once then stop. 1 indicates to repeat the animation once before stopping, and so on.
public int loopCycles
Résultat int

name public_oe property

Name of the animation.
public string name
Résultat string

numLoops protected_oe property

protected int numLoops
Résultat int

onAnimEnd public_oe property

What the SuperSprite should do when the animation is done playing.
public ANIM_END_ACTION onAnimEnd
Résultat ANIM_END_ACTION

pingPong public_oe property

Reverse the play direction when the end of the animation is reached? (Ping-pong) If true, a loop iteration isn't counted until the animation returns to the beginning. NOTE: This automatically plays the constituent animations in reverse when going back through the animation list, so keep that in mind when creating your individual sprite animations.
public bool pingPong
Résultat bool

spriteAnims public_oe property

The actual sprite animations to use.
public SuperSpriteAnimElement[], spriteAnims
Résultat SuperSpriteAnimElement[],

stepDir protected_oe property

protected int stepDir
Résultat int