SpriteManager 2
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SuperSpriteAnim Class Reference

Public Types

enum  ANIM_END_ACTION { ANIM_END_ACTION.Do_Nothing, ANIM_END_ACTION.Play_Default_Anim, ANIM_END_ACTION.Deactivate, ANIM_END_ACTION.Destroy }
 

Public Member Functions

void Reset ()
 Resets the animation to the beginning. More...
 
void Play ()
 Starts the animation to playing. More...
 
void Stop ()
 Stops the animation playing. More...
 
void Pause ()
 Pauses the animation. More...
 
void Unpause ()
 Unpauses the animation. More...
 
void Hide (bool tf)
 Hides the sprite of the current animation. More...
 
bool IsHidden ()
 Returns whether the current sprite in this animation is hidden: More...
 
void Delete ()
 Calls Delete() on each constituent sprite. More...
 

Public Attributes

int index
 Index of this animation in the SuperSprite's list More...
 
string name
 Name of the animation. More...
 
SuperSpriteAnimElement[] spriteAnims = new SuperSpriteAnimElement[0]
 The actual sprite animations to use. More...
 
int loopCycles = 0
 How many times to loop the animation, IN ADDITION to the initial play-through. 0 indicates to place the animation once then stop. 1 indicates to repeat the animation once before stopping, and so on. More...
 
bool pingPong = false
 Reverse the play direction when the end of the animation is reached? (Ping-pong) If true, a loop iteration isn't counted until the animation returns to the beginning. NOTE: This automatically plays the constituent animations in reverse when going back through the animation list, so keep that in mind when creating your individual sprite animations. More...
 
ANIM_END_ACTION onAnimEnd = ANIM_END_ACTION.Do_Nothing
 What the SuperSprite should do when the animation is done playing. More...
 
bool deactivateNonPlaying = false
 When set to true, non-playing sprites' GameObjects will be deactivated and not merely hidden. More...
 
bool deactivateRecursively = false
 When set to true, non-playing sprites' GameObjecs will be deactivated recursively. NOTE: Only has effect if deactivateNonPlaying is set to true. More...
 

Properties

bool IsRunning [get]
 Tells whether the animation is running. More...
 
SpriteBase CurrentSprite [get]
 Returns a reference to the sprite currently showing for this animation. Returns null if no sprite is the current one. More...
 

Detailed Description

Defines animations to be used with the SuperSprite class. Each animation consists of references to one or more AutoSpriteBase objects and the name of one of its animations, which will be played sequentially.

Definition at line 102 of file SuperSprite.cs.

Member Enumeration Documentation

The action to take when an animation ends.

Enumerator
Do_Nothing 

Do nothing when the animation ends.

Play_Default_Anim 

Play the default animation when the animation ends.

Deactivate 

Deactivate the SuperSprite when the animation ends (sets the GameObject's .active property to false).

Destroy 

Destroys the SuperSprite when the animation ends.

Definition at line 107 of file SuperSprite.cs.

Member Function Documentation

void SuperSpriteAnim.Delete ( )

Calls Delete() on each constituent sprite.

Definition at line 452 of file SuperSprite.cs.

void SuperSpriteAnim.Hide ( bool  tf)

Hides the sprite of the current animation.

Parameters
tfWhether to hide the animation.

Definition at line 409 of file SuperSprite.cs.

bool SuperSpriteAnim.IsHidden ( )

Returns whether the current sprite in this animation is hidden:

Returns

Definition at line 422 of file SuperSprite.cs.

void SuperSpriteAnim.Pause ( )

Pauses the animation.

Definition at line 366 of file SuperSprite.cs.

void SuperSpriteAnim.Play ( )

Starts the animation to playing.

Definition at line 335 of file SuperSprite.cs.

void SuperSpriteAnim.Reset ( )

Resets the animation to the beginning.

Definition at line 319 of file SuperSprite.cs.

void SuperSpriteAnim.Stop ( )

Stops the animation playing.

Definition at line 354 of file SuperSprite.cs.

void SuperSpriteAnim.Unpause ( )

Unpauses the animation.

Definition at line 375 of file SuperSprite.cs.

Member Data Documentation

bool SuperSpriteAnim.deactivateNonPlaying = false

When set to true, non-playing sprites' GameObjects will be deactivated and not merely hidden.

Definition at line 180 of file SuperSprite.cs.

bool SuperSpriteAnim.deactivateRecursively = false

When set to true, non-playing sprites' GameObjecs will be deactivated recursively. NOTE: Only has effect if deactivateNonPlaying is set to true.

Definition at line 187 of file SuperSprite.cs.

int SuperSpriteAnim.index

Index of this animation in the SuperSprite's list

Definition at line 138 of file SuperSprite.cs.

int SuperSpriteAnim.loopCycles = 0

How many times to loop the animation, IN ADDITION to the initial play-through. 0 indicates to place the animation once then stop. 1 indicates to repeat the animation once before stopping, and so on.

Definition at line 157 of file SuperSprite.cs.

string SuperSpriteAnim.name

Name of the animation.

Definition at line 143 of file SuperSprite.cs.

ANIM_END_ACTION SuperSpriteAnim.onAnimEnd = ANIM_END_ACTION.Do_Nothing

What the SuperSprite should do when the animation is done playing.

Definition at line 174 of file SuperSprite.cs.

bool SuperSpriteAnim.pingPong = false

Reverse the play direction when the end of the animation is reached? (Ping-pong) If true, a loop iteration isn't counted until the animation returns to the beginning. NOTE: This automatically plays the constituent animations in reverse when going back through the animation list, so keep that in mind when creating your individual sprite animations.

Definition at line 169 of file SuperSprite.cs.

SuperSpriteAnimElement [] SuperSpriteAnim.spriteAnims = new SuperSpriteAnimElement[0]

The actual sprite animations to use.

Definition at line 148 of file SuperSprite.cs.

Property Documentation

SpriteBase SuperSpriteAnim.CurrentSprite
get

Returns a reference to the sprite currently showing for this animation. Returns null if no sprite is the current one.

Definition at line 395 of file SuperSprite.cs.

bool SuperSpriteAnim.IsRunning
get

Tells whether the animation is running.

Definition at line 385 of file SuperSprite.cs.


The documentation for this class was generated from the following file: