Animating Tiled texture - Extended

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Revision as of 20:47, 10 January 2012 by NCarter (Talk | contribs)

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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);
}</javascript>
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