Unity/Imageアニメ
提供: 初心者エンジニアの簡易メモ
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(); } } }