做动画!
做动画
- 用序列帧
调用文件:
void RoleUp()
{
BroadcastMessage("Move", 2.0);
controller.Move(Vector3.up * Time.deltaTime*currentVel);
}
被调用文件SimpleSprite.cs:
using UnityEngine;
using System.Collections;
public class SimpleSprite : MonoBehaviour
{
//Setup Animations
public Texture[] animation0;
public Texture[] animation1;
public Texture[] animation2;
public Texture[] animation3;
// public Texture[] animation4;
// public Texture[] animation5;
// public Texture[] animation6;
// public Texture[] animation7;
// public Texture[] animation8;
// public Texture[] animation9;
public bool billboard = false;
// Animation To Play
private Camera cameraToLookAt;
public float timeElasped = 0;
public int icurFrame = 0;
public float fps = 10;
private Quaternion rotation;
private Vector3 position;
public MeshRenderer mesh;
// Use this for initialization
void Start ()
{
//cameraToLookAt = Camera.main;
//rotation = Quaternion.Euler(0, 0, 0);
//rotation = new Quaternion (0, 0, 0, 0);
//transform.position = new Vector3(358, 58, -4);
}
// Update is called once per frame
void Update ()
{
// position = transform.position;
// position.z = -15f;
// transform.position = position;
// transform.rotation = rotation;
//Debug.Log(position);
// if(transform.position.y<-3)
// {
// position.x=358f;
// position.y=58f;
// position.z=-7f;
// transform.position=position;
// }
}
void Move(int animationplay)
{
timeElasped += Time.deltaTime;
if(timeElasped >= 1.0 / fps)
{
timeElasped = 0;
icurFrame++;
if(icurFrame >= animation0.Length)
{
icurFrame = 0;
}
switch(animationplay)
{
case 0:
{
//Debug.Log("left icurFrame---------------" + icurFrame);
mesh.renderer.material.mainTexture = animation0[icurFrame];
break;
}
case 1:
{
mesh.renderer.material.mainTexture = animation1[icurFrame];
break;
}
case 2:
{
mesh.renderer.material.mainTexture = animation2[icurFrame];
break;
}
case 3:
{
mesh.renderer.material.mainTexture = animation3[icurFrame];
break;
}
}
}
}
}
2.用NGUI做动画

浙公网安备 33010602011771号