-
-
Save almirage/e9e4f447190371ee6ce9 to your computer and use it in GitHub Desktop.
using UnityEngine; | |
using System.Collections; | |
using UnityEngine.UI; | |
public class ImageAnimation : MonoBehaviour { | |
public Sprite[] sprites; | |
public int spritePerFrame = 6; | |
public bool loop = true; | |
public bool destroyOnEnd = false; | |
private int index = 0; | |
private Image image; | |
private int frame = 0; | |
void Awake() { | |
image = GetComponent<Image> (); | |
} | |
void Update () { | |
if (!loop && index == sprites.Length) return; | |
frame ++; | |
if (frame < spritePerFrame) return; | |
image.sprite = sprites [index]; | |
frame = 0; | |
index ++; | |
if (index >= sprites.Length) { | |
if (loop) index = 0; | |
if (destroyOnEnd) Destroy (gameObject); | |
} | |
} | |
} |
Thanks!
Brilliant
Hi, just one thought. Would it not be preferable to place this code within 'FixedUpdate' rather than update? Since we are counting frames between image updates, and Update is CPU bound you may get faster or slower animations based on the CPU of the device.
Otherwise, nice animation loop code for UI. I will be adapting this for the new UI I am building for my game on iOS
Hi, just one thought. Would it not be preferable to place this code within 'FixedUpdate' rather than update? Since we are counting frames between image updates, and Update is CPU bound you may get faster or slower animations based on the CPU of the device.
That's also what I'll recommend to do! I've noticed that when running with Update
on mobile, animation is much more slower than on desktop, because frame-rates are not the same.
Also, it should be framesPerSprite
, it's confusing in the other way.
using UnityEngine;
using UnityEngine.UI;
[RequireComponent(typeof(Image))]
public class ImageAnimation : MonoBehaviour
{
public Sprite[] sprites;
public int framesPerSprite = 6;
public bool loop = true;
public bool destroyOnEnd = false;
private int index = 0;
private Image image;
private int frame = 0;
void Awake()
{
image = GetComponent<Image>();
}
void FixedUpdate()
{
if (!loop && index == sprites.Length)
return;
frame++;
if (frame < framesPerSprite)
return;
image.sprite = sprites[index];
frame = 0;
index++;
if (index >= sprites.Length)
{
if (loop)
index = 0;
if (destroyOnEnd)
Destroy(gameObject);
}
}
}
Amazing, thank you!
Thanks for the gist. Works great. I was slightly confused by the variable
spitePerFrame
since it seems to be more likeframesPerSprite
.