2024-11-19 16:48:27 +08:00
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using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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using UnityEngine.UI;
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[System.Serializable]
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public class Scenesprites
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{
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public List<Sprite> mysprites = new List<Sprite>();
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}
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public class SceneSpriteAniationPro : MonoBehaviour
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{
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[Header("֡<><D6A1><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ͼ")]
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public List<Mysprites> sprites;
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[Header("<22><><EFBFBD>Ŷ<EFBFBD><C5B6><EFBFBD><EFBFBD><EFBFBD>image")]
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public SpriteRenderer image;
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[Header("֡ʱ<D6A1><CAB1>,<2C><>λ<EFBFBD><CEBB><EFBFBD>룬Ĭ<EBA3AC><C4AC>100")]
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public float Aintime = 100f;
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[Header("<22><><EFBFBD>Ŷ<EFBFBD><C5B6><EFBFBD><EFBFBD>ı<EFBFBD><C4B1><EFBFBD>")]
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public int myspritesIndex = 0;
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private int index = 0;
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private Mysprites myspritesAni;
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2024-11-25 14:35:52 +08:00
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private bool _stop=false;
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2024-11-19 16:48:27 +08:00
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// Start is called before the first frame update
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private void Awake()
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{
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SetAni(myspritesIndex);
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}
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void Start()
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{
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if (image == null)
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{
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Debug.LogError("image is null");
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}
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if (sprites.Count == 0)
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{
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Debug.LogError("sprites is not");
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}
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InvokeRepeating("ainstart", 0f, (Aintime / 1000));
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}
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public void SetAni(int Index)
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{
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//Debug.Log("SetAni"+ Index);
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myspritesAni = sprites[Index];
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index = 0;
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}
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void ainstart()
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{
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image.sprite = myspritesAni.mysprites[index];
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index++;
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if (index > myspritesAni.mysprites.Count - 1)
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{
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2024-11-25 14:35:52 +08:00
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if (_stop)
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{
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return;
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}
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2024-11-19 16:48:27 +08:00
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index = 0;
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}
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}
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2024-11-25 14:35:52 +08:00
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public void changeAni(bool TorF)
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{
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if (TorF)
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{
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_stop = false;
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index = 0;
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ainstart();
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}
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else
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{
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_stop = true;
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}
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}
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2024-11-19 16:48:27 +08:00
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private void OnDestroy()
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{
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sprites = null;
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myspritesAni = null;
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}
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}
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