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「Unity/Imageアニメ」の版間の差分

提供: 初心者エンジニアの簡易メモ
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(ページの作成:「destruction_air/destruction_air_00.pngなどをResourcesのフォルダ内に入れておく。 AttackToonAnimation.cs <pre> using System.Collections.Generic; public cla...」)
 
行67: 行67:
 
MainScene.cs
 
MainScene.cs
 
<pre>
 
<pre>
animation = new AttackToonAnimation();
+
GameObject obj = new GameObject();
 +
GameObject parent = GameObject.Find("/Canvas");
 +
obj.transform.SetParent(parent.transform, false);
 +
animation = obj.AddComponent<AttackToonAnimation>();
 
animation.Init();
 
animation.Init();
 
sw = new System.Diagnostics.Stopwatch();
 
sw = new System.Diagnostics.Stopwatch();

2021年6月3日 (木) 04:29時点における版

destruction_air/destruction_air_00.pngなどをResourcesのフォルダ内に入れておく。

AttackToonAnimation.cs

using System.Collections.Generic;
public class AttackToonAnimation : AbstractAnimation
{
    string animationNameAir = "destruction_air/destruction_air_";
    public void Init()
    {
        animationNames = new List<string>();
        animationNames.Add("destruction_air/destruction_air_00");
        animationNames.Add("destruction_air/destruction_air_01");
        animationNames.Add("destruction_air/destruction_air_02");
        animationNames.Add("destruction_air/destruction_air_03");
        animationNames.Add("destruction_air/destruction_air_04");
        animationNames.Add("destruction_air/destruction_air_05");
        animationNames.Add("destruction_air/destruction_air_06");
        base.Init();
    }
}

AbstractAnimation.cs

using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;
public class AbstractAnimation : Image
{
    protected System.Diagnostics.Stopwatch sw;
    int framenum = 0;
    public float animeMs = 0f;
    List<Sprite> sprites;
    protected List<string> animationNames = new List<string>();
    public bool loop = false;

    protected void Init()
    {
        sprites = new List<Sprite>();
        sw = new System.Diagnostics.Stopwatch();
        sw.Start();
        foreach (string tmpAnimationName in animationNames)
        {
            Sprite image = Resources.Load<Sprite>(tmpAnimationName);
            sprites.Add(image);
        }
    }
    public void Play()
    {
        animeMs = sw.ElapsedMilliseconds;
        if (sprites.Count > framenum)
        {
            this.sprite = sprites[framenum];
            framenum++;
        }
        if (loop)
        {
            if (framenum >= sprites.Count)
            {
                framenum = 0;
            }
        }
    }
}

MainScene.cs

GameObject obj = new GameObject();
GameObject parent = GameObject.Find("/Canvas");
obj.transform.SetParent(parent.transform, false);
animation = obj.AddComponent<AttackToonAnimation>();
animation.Init();
sw = new System.Diagnostics.Stopwatch();
sw.Start();
void Update()
{
    if (animation != null && sw != null)
    {
        if (animation.animeMs + 30f < sw.ElapsedMilliseconds)
        {
            animation.Play();
        }
    }
}