166 lines
3.3 KiB
C#
166 lines
3.3 KiB
C#
/****************************************************************************
|
|
* Copyright (c) 2017 liangxie
|
|
*
|
|
* http://qframework.io
|
|
* https://github.com/liangxiegame/QFramework
|
|
*
|
|
* Permission is hereby granted, free of charge, to any person obtaining a copy
|
|
* of this software and associated documentation files (the "Software"), to deal
|
|
* in the Software without restriction, including without limitation the rights
|
|
* to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
|
|
* copies of the Software, and to permit persons to whom the Software is
|
|
* furnished to do so, subject to the following conditions:
|
|
*
|
|
* The above copyright notice and this permission notice shall be included in
|
|
* all copies or substantial portions of the Software.
|
|
*
|
|
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
|
|
* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
|
|
* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
|
|
* AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
|
|
* LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
|
|
* OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
|
|
* THE SOFTWARE.
|
|
****************************************************************************/
|
|
|
|
using System.Collections.Generic;
|
|
using UnityEngine;
|
|
using UnityEngine.UI;
|
|
|
|
namespace QFramework
|
|
{
|
|
/// <summary>
|
|
/// 动画播放控件
|
|
/// http://www.cnblogs.com/mrblue/p/5191183.html
|
|
/// </summary>
|
|
[RequireComponent(typeof(Image))]
|
|
public class UISpriteAnimation : MonoBehaviour
|
|
{
|
|
private Image mImageSource;
|
|
private int mCurFrame = 0;
|
|
private float mDelta = 0;
|
|
|
|
public float FPS = 5;
|
|
public List<Sprite> SpriteFrames;
|
|
public bool IsPlaying = false;
|
|
public bool Forward = true;
|
|
public bool AutoPlay = false;
|
|
public bool Loop = false;
|
|
|
|
public int FrameCount
|
|
{
|
|
get { return SpriteFrames.Count; }
|
|
}
|
|
|
|
void Awake()
|
|
{
|
|
mImageSource = GetComponent<Image>();
|
|
}
|
|
|
|
void Start()
|
|
{
|
|
if (AutoPlay)
|
|
{
|
|
Play();
|
|
}
|
|
else
|
|
{
|
|
IsPlaying = false;
|
|
}
|
|
}
|
|
|
|
private void SetSprite(int idx)
|
|
{
|
|
mImageSource.sprite = SpriteFrames[idx];
|
|
mImageSource.SetNativeSize();
|
|
}
|
|
|
|
public void Play()
|
|
{
|
|
IsPlaying = true;
|
|
Forward = true;
|
|
}
|
|
|
|
public void PlayReverse()
|
|
{
|
|
IsPlaying = true;
|
|
Forward = false;
|
|
}
|
|
|
|
void Update()
|
|
{
|
|
if (!IsPlaying || 0 == FrameCount)
|
|
{
|
|
return;
|
|
}
|
|
|
|
mDelta += Time.deltaTime;
|
|
if (mDelta > 1 / FPS)
|
|
{
|
|
mDelta = 0;
|
|
if (Forward)
|
|
{
|
|
mCurFrame++;
|
|
}
|
|
else
|
|
{
|
|
mCurFrame--;
|
|
}
|
|
|
|
if (mCurFrame >= FrameCount)
|
|
{
|
|
if (Loop)
|
|
{
|
|
mCurFrame = 0;
|
|
}
|
|
else
|
|
{
|
|
IsPlaying = false;
|
|
return;
|
|
}
|
|
}
|
|
else if (mCurFrame < 0)
|
|
{
|
|
if (Loop)
|
|
{
|
|
mCurFrame = FrameCount - 1;
|
|
}
|
|
else
|
|
{
|
|
IsPlaying = false;
|
|
return;
|
|
}
|
|
}
|
|
|
|
SetSprite(mCurFrame);
|
|
}
|
|
}
|
|
|
|
public void Pause()
|
|
{
|
|
IsPlaying = false;
|
|
}
|
|
|
|
public void Resume()
|
|
{
|
|
if (!IsPlaying)
|
|
{
|
|
IsPlaying = true;
|
|
}
|
|
}
|
|
|
|
public void Stop()
|
|
{
|
|
mCurFrame = 0;
|
|
SetSprite(mCurFrame);
|
|
IsPlaying = false;
|
|
}
|
|
|
|
public void Rewind()
|
|
{
|
|
mCurFrame = 0;
|
|
SetSprite(mCurFrame);
|
|
Play();
|
|
}
|
|
}
|
|
} |