Animating Tiled texture - Extended

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Revision as of 21:57, 9 December 2010 by Jmpp (Talk | contribs)

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Author: Joachim Ante - Extended by TomLong74



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();


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 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

<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>

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