Created
October 26, 2023 11:58
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Test implementation of the custom animator
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using System.Collections; | |
using System.Collections.Generic; | |
using UnityEngine; | |
public class NbAnimator : MonoBehaviour | |
{ | |
[System.Serializable] | |
public class AnimationObject | |
{ | |
public SpriteRenderer renderer; | |
public string name; | |
} | |
[SerializeField] | |
private AnimationObject[] animationObjects; | |
[SerializeField] | |
private NbAnimationData[] animations; | |
[SerializeField] | |
private NbAnimationController animationController; | |
private Sprite[][] sprites; | |
private IEnumerator coroutine; | |
private NbAnimationData currentAnimation; | |
// Start is called before the first frame update | |
void Start() | |
{ | |
Initialize(); | |
} | |
// Play animation | |
public bool Play(string animation_name, float offset = 0.0f) | |
{ | |
if (currentAnimation) | |
{ | |
if (currentAnimation.name == animation_name) | |
{ | |
// Already playing this animation | |
//TODO: maybe we sync the offset here if given | |
return true; | |
} | |
} | |
// Loop over animations and find the one with animation.animationName corresponding to animation_name | |
for (int i = 0; i < animations.Length; i++) | |
{ | |
if (animations[i].animationName == animation_name) | |
{ | |
currentAnimation = animations[i]; | |
if (coroutine != null) | |
{ | |
// Stop previous animation if there is one | |
StopCoroutine(coroutine); | |
} | |
coroutine = AnimationIterator(offset); | |
StartCoroutine(coroutine); | |
return true; | |
} | |
} | |
return false; | |
} | |
public void LoadSprites(byte objectIndex, string texture_name) | |
{ | |
string filePath = "Textures/" + texture_name; | |
if (System.IO.File.Exists("Assets/Resources/" + filePath + ".png")) | |
{ | |
sprites[objectIndex] = Resources.LoadAll<Sprite>(filePath); | |
animationObjects[objectIndex].renderer.enabled = true; | |
Debug.Log("Loaded file: " + filePath); | |
return; | |
} | |
Debug.Log("File not found: " + filePath); | |
} | |
public void ClearSprites(byte objectIndex) | |
{ | |
sprites[objectIndex] = null; | |
animationObjects[objectIndex].renderer.enabled = false; | |
} | |
private IEnumerator AnimationIterator(float offset = 0.0f) | |
{ | |
// TODO: handle offset for network interpolation | |
float timeElapsed = 0f; | |
byte currentIndex = 0; | |
while (timeElapsed < currentAnimation.totalLength && currentAnimation.loopable) | |
{ | |
if (currentIndex < currentAnimation.keyFrameTimes.Length) | |
{ | |
if (currentAnimation.keyFrameTimes[currentIndex] <= timeElapsed) | |
{ | |
AnimationSetFrame(currentAnimation.keyFrameSpriteIndexes[currentIndex]); | |
currentIndex++; | |
} | |
} | |
yield return new WaitForSeconds(currentAnimation.timeStepping); | |
timeElapsed += currentAnimation.timeStepping; | |
if (timeElapsed >= currentAnimation.totalLength) | |
{ | |
timeElapsed = 0f; | |
currentIndex = 0; | |
if (animationController) | |
{ | |
// Callback anaimation controller - if set | |
animationController.Callback(currentAnimation.animationName); | |
} | |
} | |
} | |
} | |
private void AnimationSetFrame(byte frame) | |
{ | |
byte i = 0; | |
foreach (var animation in animationObjects) | |
{ | |
if (sprites[i] != null) | |
{ | |
if (frame < sprites[i].Length) | |
{ | |
animation.renderer.sprite = sprites[i][frame]; | |
} | |
} | |
i++; | |
} | |
} | |
private void Initialize() | |
{ | |
sprites = new Sprite[animationObjects.Length][]; | |
Debug.Log(sprites); | |
} | |
} |
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