Animating Tiled texture - Extended

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m (Text replace - "</javascript>" to "</syntaxhighlight>")
(Added a CSharp version of the animation script.)
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renderer.material.SetTextureScale  ("_MainTex", size);
 
renderer.material.SetTextureScale  ("_MainTex", size);
 
}</syntaxhighlight>
 
}</syntaxhighlight>
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 +
== CSharp - AnimatedTextureExtendedUV.cs ==
 +
This is just a CSharp version of the script above.
 +
<syntaxhighlight lang="Csharp">
 +
public class AnimatedTextureExtendedUV : MonoBehaviour
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{
 +
 +
//vars for the whole sheet
 +
public int colCount =  4;
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public int rowCount =  4;
 +
 +
//vars for animation
 +
public int  rowNumber  =  0; //Zero Indexed
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public int colNumber = 0; //Zero Indexed
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public int totalCells = 4;
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public int  fps    = 10;
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  //Maybe this should be a private var
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    private Vector2 offset;
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//Update
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void Update () { SetSpriteAnimation(colCount,rowCount,rowNumber,colNumber,totalCells,fps);  }
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//SetSpriteAnimation
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void SetSpriteAnimation(int colCount ,int rowCount ,int rowNumber ,int colNumber,int totalCells,int fps ){
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    // Calculate index
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    int index  = (int)(Time.time * fps);
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    // Repeat when exhausting all cells
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    index = index % totalCells;
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    // Size of every cell
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    float sizeX = 1.0f / colCount;
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    float sizeY = 1.0f / rowCount;
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    Vector2 size =  new Vector2(sizeX,sizeY);
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    // split into horizontal and vertical index
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    var uIndex = index % colCount;
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    var vIndex = index / colCount;
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    // build offset
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    // v coordinate is the bottom of the image in opengl so we need to invert.
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    float offsetX = (uIndex+colNumber) * size.x;
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    float offsetY = (1.0f - size.y) - (vIndex + rowNumber) * size.y;
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    Vector2 offset = new Vector2(offsetX,offsetY);
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    renderer.material.SetTextureOffset ("_MainTex", offset);
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    renderer.material.SetTextureScale  ("_MainTex", size);
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}
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}
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</syntaxhighlight>

Revision as of 22:22, 18 April 2012

Author: Joachim Ante - Extended by TomLong74

Contents

Description

This script extends the capabilities of the original AnimatedTexureUV.js. This allows many animation skins or animation states to be stored in the same texture. They can be updated at run time to play the new skin or new animation state via SetSpriteAnimation();

Usage

Attach this script to the object that has a material with the animation cell-sheet texture. From your other script call this script's SetSpriteAnimation() function with the new parameters:

  1. colCount: the total number of columns in the animation cell-sheet;
  2. rowCount: the total number of rows in the animation cell-sheet;
  3. rowNumber: the row where this animation will start;
  4. colNumber: the column where this animation will start;
  5. totalCells: the number of cells in this animation;
  6. fps: the number of cells (frames) per second the animation will play;

Example

ACellSheet.jpg

Example function call: SetSpriteAnimation(4,4,1,0,4,12); Should animate the 4 green cells starting with the left most cell and at a speed of 12 cells per second.

JavaScript - AnimatedTextureExtendedUV.js

//vars for the whole sheet
var colCount	: int =  4;
var rowCount	: int =  4;
 
//vars for animation
var rowNumber	: int =  0; //Zero Indexed
var colNumber	: int =  0; //Zero Indexed
var totalCells	: int =  4;
var fps		: int = 10;
var offset	: Vector2;  //Maybe this should be a private var
 
//Update
function Update () { SetSpriteAnimation(colCount,rowCount,rowNumber,colNumber,totalCells,fps);  }
 
//SetSpriteAnimation
function SetSpriteAnimation(colCount : int,rowCount : int,rowNumber : int,colNumber : int,totalCells : int,fps : int){
 
	// Calculate index
	var index : int = Time.time * fps;
	// Repeat when exhausting all cells
	index = index % totalCells;
 
	// Size of every cell
	var size = Vector2 (1.0 / colCount, 1.0 / rowCount);
 
	// split into horizontal and vertical index
	var uIndex = index % colCount;
	var vIndex = index / colCount;
 
	// build offset
	// v coordinate is the bottom of the image in opengl so we need to invert.
	offset = Vector2 ((uIndex+colNumber) * size.x, (1.0 - size.y) - (vIndex+rowNumber) * size.y);
 
	renderer.material.SetTextureOffset ("_MainTex", offset);
	renderer.material.SetTextureScale  ("_MainTex", size);
}

CSharp - AnimatedTextureExtendedUV.cs

This is just a CSharp version of the script above.

public class AnimatedTextureExtendedUV : MonoBehaviour
{
 
	//vars for the whole sheet
public int colCount =  4;
public int rowCount =  4;
 
//vars for animation
public int  rowNumber  =  0; //Zero Indexed
public int colNumber = 0; //Zero Indexed
public int totalCells = 4;
public int  fps     = 10;
  //Maybe this should be a private var
    private Vector2 offset;
//Update
void Update () { SetSpriteAnimation(colCount,rowCount,rowNumber,colNumber,totalCells,fps);  }
 
//SetSpriteAnimation
void SetSpriteAnimation(int colCount ,int rowCount ,int rowNumber ,int colNumber,int totalCells,int fps ){
 
    // Calculate index
    int index  = (int)(Time.time * fps);
    // Repeat when exhausting all cells
    index = index % totalCells;
 
    // Size of every cell
    float sizeX = 1.0f / colCount;
    float sizeY = 1.0f / rowCount;
    Vector2 size =  new Vector2(sizeX,sizeY);
 
    // split into horizontal and vertical index
    var uIndex = index % colCount;
    var vIndex = index / colCount;
 
    // build offset
    // v coordinate is the bottom of the image in opengl so we need to invert.
    float offsetX = (uIndex+colNumber) * size.x;
    float offsetY = (1.0f - size.y) - (vIndex + rowNumber) * size.y;
    Vector2 offset = new Vector2(offsetX,offsetY);
 
    renderer.material.SetTextureOffset ("_MainTex", offset);
    renderer.material.SetTextureScale  ("_MainTex", size);
}
}
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