class FrameAnimation { private float fps = 10.0f; private Rect drawPos; private float time = 0; private int currentIndex = 0; public void DrawFrameAnimation(Texture[] frameTex) { int length = frameTex.Length; GUI.DrawTexture(drawPos, frameTex[currentIndex]); time += Time.deltaTime; if(time >= 1.0f/fps) { currentIndex++; time = 0; if(currentIndex>= length-1) { currentIndex = length - 1; } } } public FrameAnimation(Rect drawPos,float fps) { this.drawPos = drawPos; this.fps = fps; } }
在unity3D中新建一个脚本直接调用该类。
using UnityEngine; using System.Collections; public class DrawAnimation : MonoBehaviour { //private Resources resource; private Rect drawPos = new Rect(200,0,500,200); private Object[] texObject; public bool isCanDraw = false; private string path; Texture[] frameTex; private FrameAnimation frameAni; // Use this for initialization void Start () { LoadTexture(texObject,"FrameTex"); frameAni = new FrameAnimation( drawPos, 10); } void OnGUI() { if(GUILayout.Button("@#@")) { isCanDraw = true; } if(isCanDraw) { frameAni.DrawFrameAnimation(frameTex); } } void LoadTexture(Object[] texObj, string path) { texObj = Resources.LoadAll(path); frameTex = new Texture[texObj.Length]; texObj.CopyTo(frameTex, 0); } }
其实完全没有必要写成类,但是为了方便修改和最近在练习写代码的习惯,希望逐渐面向对象编程,希望可以提高代码的灵活性和复用性,所以就当是练习了!
2013/9/26:
发现把所有图片一次性全部导入,加载相当的消耗资源,在PC上都会卡上一下,何况在移动平台上,特别有的时候图片稍微多的时候。
所以把代码稍作修改:
int currentIndex = 0; Texture frameAniTex; // Use this for initialization void Start () { } // Update is called once per frame void FrameAnimation() { //isAnimating = true; frameAniTex = resources.GetTexture("BootAnim/" + currentIndex.ToString("D4")); GUI.DrawTexture(frameAnimPos,frameAniTex); if (currentIndex < length - 1) { time += Time.deltaTime; if (time >= 1.0f / fps) { currentIndex++; time = 0; if (currentIndex == length - 1) { Resources.UnloadUnusedAssets(); ///加载完成后,即播放完毕后,卸载掉这些资源,好像跟播放序列帧动画扯远了,这是加载资源管理才对、、、、、 } } } }
这样做的好处是一张一张的加载资源,不像上面的那样一次性加载完,但是图片的数量即length的数量需要自己手动传入,因为无法根据代码动态获取。