Unity UGUI-RawImage播放动画,实现播放、倒放、暂停、继续、回放及循环效果

/*
 * author:maki
 * time: 2019年10月9日14:05:59
 * describe: 在rawimage下播放动画代码
 * */
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;
[RequireComponent(typeof(RawImage))]
public class UITextureAnim : MonoBehaviour
{
    //播放帧数
    public float FPS = 20;
    //播放目标图片
    public List<Texture2D> TextureFrames;

    private RawImage mRawImage;
    private int mCurFrame = 0;
    private float mDelta = 0;

    [SerializeField] bool IsPlaying = false;
    [SerializeField] bool Forward = true;
    [SerializeField] bool AutoPlay = false;
    public bool Loop = false;

    public int FrameCount
    {
        get { return TextureFrames.Count; }
    }

    private void Awake()
    {
        mRawImage = GetComponent<RawImage>();
    }

    private void Start()
    {
        if (AutoPlay)
        {
            Play();
        }
        else
        {
            IsPlaying = false;
        }
    }


   
    /// <summary>
    /// 播放
    /// </summary>
    public void Play()
    {
        IsPlaying = true;
        Forward = true;
    }
    /// <summary>
    /// 倒放
    /// </summary>
    public void PlayReverse()
    {
        IsPlaying = true;
        Forward = false;
    }
    /// <summary>
    /// 暂停
    /// </summary>
    public void Pause()
    {
        IsPlaying = false;
    }
    /// <summary>
    /// 继续播放
    /// </summary>
    public void Resume()
    {
        if (!IsPlaying)
        {
            IsPlaying = true;
        }
    }
    /// <summary>
    /// 结束播放
    /// </summary>
    public void Stop()
    {
        mCurFrame = 0;
        SetTexture(mCurFrame);
        IsPlaying = false;
    }
    /// <summary>
    /// 重新播放
    /// </summary>
    public void Rewind()
    {
        mCurFrame = 0;
        SetTexture(mCurFrame);
        Play();
    }

    private void SetTexture(int idx)
    {
        mRawImage.texture = TextureFrames[idx];
        mRawImage.SetNativeSize();
    }

    private void Update()
    {
        if (!IsPlaying || 0 == FrameCount)
        {
            return;
        }

        mDelta += Time.deltaTime;
        if (mDelta > 1 / FPS)
        {
            mDelta = 0;
            if (Forward)
            {
                mCurFrame++;
            }
            else
            {
                mCurFrame--;
            }

            if (mCurFrame >= FrameCount)
            {
                if (Loop)
                {
                    mCurFrame = 0;
                }
                else
                {
                    IsPlaying = false;
                    return;
                }
            }
            else if (mCurFrame < 0)
            {
                if (Loop)
                {
                    mCurFrame = FrameCount - 1;
                }
                else
                {
                    IsPlaying = false;
                    return;
                }
            }

            SetTexture(mCurFrame);
        }
    }

}

 

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