Property | Type | Description | |
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clips | UVAnimation_Auto[], | ||
framerate | float | ||
loopCycles | int | ||
loopReverse | bool | ||
name | string | ||
onAnimEnd | UVAnimation.ANIM_END_ACTION |
Property | Type | Description | |
---|---|---|---|
curClip | int | ||
duration | float | ||
framePos | int | ||
i | int | ||
numLoops | int | ||
ret | bool | ||
stepDir | int |
Method | Description | |
---|---|---|
AppendAnim ( int index, SPRITE_FRAME anim ) : void |
Appends UV animation to the clip specified by index.
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AppendClip ( UVAnimation, clip ) : void |
Appends UV animation clip to the end of the animation sequence.
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BuildUVAnim ( SpriteRoot, s ) : UVAnimation_Auto[], |
Builds the UV animations for all animation clips that are a part of this animation sequence.
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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.
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GetCurrentClip ( ) : UVAnimation_Auto, |
Gets a reference to the currently-playing clip.
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GetCurrentFrame ( ) : SPRITE_FRAME |
Returns the SPRITE_FRAME of the current frame without advancing to the next frame.
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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.
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GetFrameCount ( ) : int |
Returns the total number of frames displayed by this animation.
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GetNextFrame ( SPRITE_FRAME &nextFrame ) : bool | ||
PlayInReverse ( ) : void | ||
Reset ( ) : void |
Resets the animation sequence for playing anew.
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SetAnim ( int index, SPRITE_FRAME frames ) : void |
Replaces the contents of the specified clip.
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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().
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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().
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UVAnimation_Multi ( ) : UnityEngine | ||
UVAnimation_Multi ( UVAnimation_Multi, anim ) : UnityEngine |
Method | Description | |
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CalcDuration ( ) : void |
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 |
public AppendClip ( UVAnimation, clip ) : void | ||
clip | UVAnimation, | Animation clip to append. |
return | void |
public BuildUVAnim ( SpriteRoot, s ) : UVAnimation_Auto[], | ||
s | SpriteRoot, | The sprite for which to build the animation. |
return | UVAnimation_Auto[], |
public GetCurrentClip ( ) : UVAnimation_Auto, | ||
return | UVAnimation_Auto, |
public GetNextFrame ( SPRITE_FRAME &nextFrame ) : bool | ||
nextFrame | SPRITE_FRAME | |
return | bool |
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 |
public SetAnimPosition ( float pos ) : void | ||
pos | float | Desired position in the animation (0-1). |
return | void |
public SetPosition ( float pos ) : void | ||
pos | float | Desired position in the animation (0-1). |
return | void |
public UVAnimation_Multi ( UVAnimation_Multi, anim ) : UnityEngine | ||
anim | UVAnimation_Multi, | |
return | UnityEngine |
public UVAnimation.ANIM_END_ACTION onAnimEnd | ||
return | UVAnimation.ANIM_END_ACTION |