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UISpriteAnimation.cs
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using System.Collections.Generic;
using UnityEngine;
[AddComponentMenu("NGUI/UI/Sprite Animation")]
[ExecuteInEditMode]
[RequireComponent(typeof(UISprite))]
public class UISpriteAnimation : MonoBehaviour
{
[HideInInspector]
[SerializeField]
protected int mFPS = 30;
[HideInInspector]
[SerializeField]
protected string mPrefix = string.Empty;
[HideInInspector]
[SerializeField]
protected bool mLoop = true;
[HideInInspector]
[SerializeField]
protected bool mSnap = true;
protected UISprite mSprite;
protected float mDelta;
protected int mIndex;
protected bool mActive = true;
protected List<string> mSpriteNames = new List<string>();
public int frames => mSpriteNames.Count;
public int framesPerSecond
{
get
{
return mFPS;
}
set
{
mFPS = value;
}
}
public string namePrefix
{
get
{
return mPrefix;
}
set
{
if (mPrefix != value)
{
mPrefix = value;
RebuildSpriteList();
}
}
}
public bool loop
{
get
{
return mLoop;
}
set
{
mLoop = value;
}
}
public bool isPlaying => mActive;
protected virtual void Start()
{
RebuildSpriteList();
}
protected virtual void Update()
{
if (mActive && mSpriteNames.Count > 1 && Application.isPlaying && mFPS > 0)
{
mDelta += RealTime.deltaTime;
float num = 1f / (float)mFPS;
if (num < mDelta)
{
mDelta = ((!(num > 0f)) ? 0f : (mDelta - num));
if (++mIndex >= mSpriteNames.Count)
{
mIndex = 0;
mActive = mLoop;
}
if (mActive)
{
mSprite.spriteName = mSpriteNames[mIndex];
if (mSnap)
{
mSprite.MakePixelPerfect();
}
}
}
}
}
public void RebuildSpriteList()
{
if (mSprite == null)
{
mSprite = GetComponent<UISprite>();
}
mSpriteNames.Clear();
if (mSprite != null && mSprite.atlas != null)
{
List<UISpriteData> spriteList = mSprite.atlas.spriteList;
int i = 0;
for (int count = spriteList.Count; i < count; i++)
{
UISpriteData uISpriteData = spriteList[i];
if (string.IsNullOrEmpty(mPrefix) || uISpriteData.name.StartsWith(mPrefix))
{
mSpriteNames.Add(uISpriteData.name);
}
}
mSpriteNames.Sort();
}
}
public void Play()
{
mActive = true;
}
public void Pause()
{
mActive = false;
}
public void ResetToBeginning()
{
mActive = true;
mIndex = 0;
if (mSprite != null && mSpriteNames.Count > 0)
{
mSprite.spriteName = mSpriteNames[mIndex];
if (mSnap)
{
mSprite.MakePixelPerfect();
}
}
}
}