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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
namespace WK.Rendering
{
public class SpriteAnimationController : MonoBehaviour
{
#region 序列化
[SerializeField] private SpriteAnimation m_SpriteAnimation;
[SerializeField] private bool m_AutoPlay;
#endregion
#region 公共字段
public bool playing
{
get
{
return m_IsPlaying;
}
set
{
m_IsPlaying = value;
}
}
#endregion
#region 私有字段
private SpriteRenderer m_SpriteRenderer;
private bool m_IsPlaying;
#endregion
private void Awake()
{
m_SpriteRenderer = GetComponent<SpriteRenderer>();
StartCoroutine(CoPlayAnimation(m_SpriteAnimation.duration));
m_IsPlaying = true;
m_SpriteRenderer.sprite = m_SpriteAnimation.sprites[0];
}
IEnumerator CoPlayAnimation(float duration = 1f)
{
int index = 0;
while (true)
{
if (!playing)
{
yield return null;
continue;
}
m_SpriteRenderer.sprite = m_SpriteAnimation.sprites[index];
yield return new WaitForSeconds(m_SpriteAnimation.duration / m_SpriteAnimation.sprites.Count);
index++;
index %= m_SpriteAnimation.sprites.Count;
}
}
}
}
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