Cute_demon_attacks/meng_yao/Assets/communal/UI/SpriteAniationpro.cs

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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;
[System.Serializable]
public class Mysprites
{
public List<Sprite> mysprites = new List<Sprite>();
}
public class SpriteAniationpro : MonoBehaviour
{
[Header("֡<><D6A1><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ͼ")]
public List<Mysprites> sprites;
[Header("<22><><EFBFBD>Ŷ<EFBFBD><C5B6><EFBFBD><EFBFBD><EFBFBD>image")]
public Image image;
[Header("֡ʱ<D6A1><CAB1>,<2C><>λ<EFBFBD><CEBB><EFBFBD>룬Ĭ<EBA3AC><C4AC>100")]
public float Aintime=100f;
[Header("<22><><EFBFBD>Ŷ<EFBFBD><C5B6><EFBFBD><EFBFBD>ı<EFBFBD><C4B1><EFBFBD>")]
public int myspritesIndex=0;
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private int index=0;
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private Mysprites myspritesAni;
// Start is called before the first frame update
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private void Awake()
{
SetAni(myspritesIndex);
}
void Start()
{
if (image==null)
{
Debug.LogError("image is null");
}
if (sprites.Count==0)
{
Debug.LogError("sprites is not");
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}
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InvokeRepeating("ainstart", 0f,(Aintime / 1000));
}
public void SetAni(int Index)
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{
//Debug.Log("SetAni"+ Index);
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myspritesAni = sprites[Index];
index = 0;
}
void ainstart()
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{
image.overrideSprite = myspritesAni.mysprites[index];
index++;
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if (index > myspritesAni.mysprites.Count - 1)
{
index = 0;
}
}
private void OnDestroy()
{
sprites = null;
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myspritesAni = null;
}
}