UGUI 帧动画插件

时间:2022-04-11 12:27:02

UGUI 帧动画插件


最近在开发一款功夫猫游戏,本来使用Unity Sprite制作,但是发现Sprite对各种分辨率不支持. 看着游戏很简单就使用UGUI制作,在中途发现有很多帧动画播放,使用了Animation调整使用多了的确很不方便.

于是改成脚本来控制Sprite帧动画切换,慢慢开始形成了写一个插件来调整. 写了两个通宵终于搞定了. O(∩_∩)O~

效果图:

UGUI 帧动画插件UGUI 帧动画插件

代码:

组件类:

using UnityEngine;
using System.Collections;
using System.Collections.Generic;
using UnityEngine.UI;
using System; /// <summary>
/// 帧动画组件
/// </summary>
[System.Serializable]
public class ImageAnimation : MonoBehaviour
{ private float animationDeltaTime;
public float animationDeltaTimer;
public List<AnimationInfoEntity> animationInfo;
public int type;
public Image visualize;
public int index;
public string animationTypeList;
public string tempAnimationTypeList;
public string[] animationTypeProp; public void Awake()
{
visualize = this.transform.GetComponent<Image>();
} public void Update()
{
animationDeltaTime += Time.deltaTime; #region List的用法
if (animationInfo != null && animationInfo.Count > 0 && animationDeltaTime > animationInfo[type].deltaTime)
{
if (animationInfo[type].animationSprite != null && animationInfo[type].animationSprite.Count != 0)
{
index++;
index = index % animationInfo[type].animationSprite.Count;
visualize.sprite = animationInfo[type].animationSprite[index];
animationDeltaTime = 0;
visualize.SetNativeSize();
}
}
#endregion
} /// <summary>
/// 切换动画状态
/// </summary>
/// <param name="index">输入动画状态下标值</param>
public void ChangeAnimationState(int index)
{
if (animationTypeProp != null)
{
if (index < animationTypeProp.Length)
{
type = index;
}
}
} /// <summary>
/// 切换动画状态
/// </summary>
/// <param name="animationStateName">输入动画状态的名称</param>
public void ChangeAnimationState(string animationStateName)
{
if (animationTypeProp != null)
{
for (int i = 0; i < animationTypeProp.Length; i++)
{
if (animationTypeProp[i].Equals(animationStateName))
{
type = i;
return;
}
}
}
} } [System.Serializable]
public class AnimationInfoEntity
{
/// <summary>
/// 动画状态
/// </summary>
public int type; /// <summary>
/// 播放当前帧需要的时间
/// </summary>
public float deltaTime; /// <summary>
/// 动画状态所需要的图片集合
/// </summary> public List<Sprite> animationSprite; public AnimationInfoEntity() { } public AnimationInfoEntity(int type, float deltaTime, int spriteNum = 1)
{
this.type = type;
this.deltaTime = deltaTime;
animationSprite = new List<Sprite>();
}
}

编辑器类:

using UnityEngine;
using System.Collections;
using UnityEditor;
using System.Collections.Generic;
using System;
using System.Reflection;
using System.Reflection.Emit; [CustomEditor(typeof(ImageAnimation))]
public class AnimationEditor : Editor
{
public void OnEnable()
{
ImageAnimation model = target as ImageAnimation; if (model.tempAnimationTypeList == null)
{
model.tempAnimationTypeList = string.Empty;
} if (model.animationInfo == null)
{
model.animationInfo = new List<AnimationInfoEntity>();
}
} public override void OnInspectorGUI()
{ ImageAnimation model = target as ImageAnimation;
if (!string.IsNullOrEmpty(model.animationTypeList)) {
model.animationTypeProp = model.animationTypeList.Split (';');
} #region 动画分割 GUILayout.BeginHorizontal();
GUILayout.Label("所有图片每帧时间: ", new GUILayoutOption[] { GUILayout.Width(120) });
model.animationDeltaTimer = EditorGUILayout.FloatField(model.animationDeltaTimer);
if (GUILayout.Button("统一时间"))
{
for (int j = 0; j < model.animationInfo.Count; j++)
{
model.animationInfo[j].deltaTime = model.animationDeltaTimer;
}
}
GUILayout.EndHorizontal(); GUILayout.BeginHorizontal ();
GUILayout.Label("动画类型分隔符: ",new GUILayoutOption[]{ GUILayout.Width(120)});
model.tempAnimationTypeList = GUILayout.TextField(model.tempAnimationTypeList, 50);
if (GUILayout.Button ("重新定义动画类型"))
{
model.animationInfo = new List<AnimationInfoEntity>();
model.animationTypeList = model.tempAnimationTypeList;
model.animationTypeProp = model.animationTypeList.Split (';'); //初始化动画类型集合
for (int j = 0; j < model.animationTypeProp.Length; j++)
{
model.animationInfo.Add(new AnimationInfoEntity(j, model.animationDeltaTimer));
}
}
GUILayout.EndHorizontal ();
#endregion #region 绘制各个动画属性
if (model.animationTypeProp != null && !string.IsNullOrEmpty(model.animationTypeProp[0]))
{
for (int i = 0; i < model.animationTypeProp.Length; i++) { //draw animation typea
GUILayout.BeginHorizontal();
GUILayout.Label("动画类型: ", new GUILayoutOption[] { GUILayout.Width(60) });
int index = EditorGUILayout.Popup(i, model.animationTypeProp, new GUILayoutOption[] { GUILayout.Width(150) });
if (GUILayout.Button("+"))
{
model.animationInfo[i].animationSprite.Add(new Sprite());
} if (GUILayout.Button("-"))
{
if (model.animationInfo[i].animationSprite.Count > 0)
{
model.animationInfo[i].animationSprite.RemoveAt(model.animationInfo[i].animationSprite.Count - 1);
}
}
GUILayout.EndHorizontal(); //draw image list
GUILayout.BeginVertical();
if (model.animationInfo != null && model.animationInfo.Count > 0)
{
for (int k = 0; k < model.animationInfo[i].animationSprite.Count; k++)
{
GUILayout.BeginHorizontal();
GUILayout.Label("动画帧数: ", new GUILayoutOption[] { GUILayout.Width(60) });
EditorGUILayout.FloatField(model.animationInfo[i].deltaTime, new GUILayoutOption[] { GUILayout.Width(60) });
model.animationInfo[i].animationSprite[k] = EditorGUILayout.ObjectField("增加一个贴图", model.animationInfo[i].animationSprite[k], typeof(Sprite)) as Sprite;
GUILayout.EndHorizontal();
}
}
GUILayout.EndVertical();
}
}
#endregion serializedObject.ApplyModifiedProperties(); DrawAnimationButton();
} /// <summary>
/// 绘制动画切换按钮,方便用户切换动画,查看动画是否正确
/// </summary>
private void DrawAnimationButton()
{
ImageAnimation model = target as ImageAnimation;
if (model.animationTypeProp != null)
{
GUILayout.BeginHorizontal();
GUILayout.Label("切换动画状态: ",GUILayout.Width(80));
for (int i = 0; i < model.animationTypeProp.Length; i++)
{
if (GUILayout.Button(model.animationTypeProp[i],GUILayout.Width(50)))
{
model.ChangeAnimationState(i);
}
}
GUILayout.EndHorizontal();
}
}
}

 

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