Unity/Imageアニメ
提供: 初心者エンジニアの簡易メモ
Imageを、アニメーション対応にする。
hoge/hoge_00.pngなどをResourcesのフォルダ内に入れておく。
SampleAnimationImage.cs
using System.Collections.Generic; public class SampleAnimationImage : AbstractAnimationImage { public void Init() { loop = true; // ループonのとき animationNames = new List<string>(); animationNames.Add("hoge/hoge_00"); animationNames.Add("hoge/hoge_01"); animationNames.Add("hoge/hoge_02"); animationNames.Add("hoge/hoge_03"); animationNames.Add("hoge/hoge_04"); animationNames.Add("hoge/hoge_05"); animationNames.Add("hoge/hoge_06"); base.Init(); } }
AbstractAnimationImage.cs
using System.Collections.Generic; using UnityEngine; using UnityEngine.UI; public class AbstractAnimationImage : 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) { // dirで画像を管理してる場合 Sprite image = Resources.Load<Sprite>(tmpAnimationName); /* // 画像をmultipleで分割してる場合 string[] name = tmpAnimationName.Split('/'); string fileName = name[0]; string fileSplitName = name[1]; Sprite[] spriteSplits = Resources.LoadAll<Sprite>(fileName); Sprite image = System.Array.Find<Sprite>(spriteSplits, (sprite) => sprite.name.Equals(fileSplitName)); */ 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); SampleAnimationImage animationImage = obj.AddComponent<SampleAnimationImage>(); animationImage.Init(); sw = new System.Diagnostics.Stopwatch(); sw.Start(); void Update() { if (animationImage != null && sw != null) { if (animationImage.animeMs + 30f < sw.ElapsedMilliseconds) { animationImage.Play(); } } }