Animating Tiled texture - Extended

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(Added an example scene.)
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== JavaScript - AnimatedTextureExtendedUV.js ==
 
== JavaScript - AnimatedTextureExtendedUV.js ==
<syntaxhighlight lang="javascript">
+
<javascript>
 
//vars for the whole sheet
 
//vars for the whole sheet
 
var colCount : int =  4;
 
var colCount : int =  4;
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renderer.material.SetTextureOffset ("_MainTex", offset);
 
renderer.material.SetTextureOffset ("_MainTex", offset);
 
renderer.material.SetTextureScale  ("_MainTex", size);
 
renderer.material.SetTextureScale  ("_MainTex", size);
}</syntaxhighlight>
+
}
 +
</javascript>
  
 
== CSharp - AnimatedTextureExtendedUV.cs ==
 
== CSharp - AnimatedTextureExtendedUV.cs ==
 
This is just a CSharp version of the AnimatedTextureExtendedUV.js script above.
 
This is just a CSharp version of the AnimatedTextureExtendedUV.js script above.
<syntaxhighlight lang="Csharp">
+
<csharp>
 
public class AnimatedTextureExtendedUV : MonoBehaviour
 
public class AnimatedTextureExtendedUV : MonoBehaviour
 
{
 
{
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}
 
}
 
}
 
}
</syntaxhighlight>
+
</csharp>

Revision as of 00:58, 10 August 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.

Here is an example scene : File:AnimatedTex.zip

JavaScript - AnimatedTextureExtendedUV.js

<javascript> //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); } </javascript>

CSharp - AnimatedTextureExtendedUV.cs

This is just a CSharp version of the AnimatedTextureExtendedUV.js script above. <csharp> 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);

} } </csharp>

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