using UnityEngine;
using System.Collections;
public class GIFCS : MonoBehaviour {
// Use this for initialization
private Object[] anim ;
private int nowFram ;
private int mFrameCount ;
private float fps = 15;
private float time = 0;
void Start () {
//在project 下面建立Resources/animation,名字自定义;
anim = Resources.LoadAll("animation");
//获取图片数量
mFrameCount = anim.Length;
}
void OnGUI()
{
DrawAnimation(anim,new Rect(Screen.width-150,Screen.height-150,100,100));
}
// Update is called once per frame
void Update () {
}
void DrawAnimation(Object[] tex, Rect rect )
{
GUI.DrawTexture(rect, (Texture)tex[nowFram], ScaleMode.StretchToFill, true, 0);
time += Time.deltaTime;
if(time >= 1.0 / fps)
{
nowFram++;
time = 0;
if(nowFram >= mFrameCount)
{
nowFram = 0;
}
}
}
}
#pragma strict
//动画数组
var anim : Object[];
//帧序列
var nowFram : int;
//动画总帧数
var mFrameCount : int;
//限制一秒多少帧
private var fps : float = 15;
//限制帧的时间
private var time : float = 0;
function Start () {
//在project 下面建立Resources/animation,名字自定义;
anim = Resources.LoadAll("animation");
//获取图片数量
mFrameCount = anim.Length;
}
function OnGUI()
{
//绘制一个动画的坐标,大小,
DrawAnimation(anim,new Rect(Screen.width-150,Screen.height-150,100,100));
}
function DrawAnimation(tex:Object[] , rect : Rect)
{
//绘制当前帧
GUI.DrawTexture(rect,tex[nowFram], ScaleMode.StretchToFill, true, 0);
//计算限制帧的时间!
time += Time.deltaTime;
if(time >= 1.0 / fps){
//图片切换
nowFram++;
//限制帧清空
time = 0;
//大于总帧时,从0帧开始从新来过,
if(nowFram >= mFrameCount)
{
nowFram = 0;
}
}
}
function Update () {
}