Unity UI循环播放序列图 Unity UI实现循环播放序列图
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一、思路
1.获取播放组件
一般我们使用UI的Raw Image或者Image来显示图片
Image:仅支持Sprite类型图片,需要更改图片的格式(注意:在StreamingAssets文件夹里的图片是更改不了类型的,在这里必须放在Assets/Resources路径下)
Raw Image:支持图片的原格式,一般我们将其转换成 Texture2D使用
2.加载图片
Resources提供了一个Load方法,可以从Resources文件夹里加载图片。
!!!!!注意一定要在Resources路径下,否则找不到
Resources.Load(path, typeof(Texture2D)) as Texture2D; Resources.Load(path, typeof(Sprite)) as Sprite;
3.循环加载
记录当前到哪一张,判断是不是到了最后一张,是,加载第一张
二、示例代码
using System; using System.Collections; using System.Collections.Generic; using System.IO; using UnityEditor; using UnityEngine; using UnityEngine.UI; public class FramesController : MonoBehaviour { [System.Serializable] public struct NameRules { [Header("基础名称(基础名字就是序列图名称中绝对相同的)")] public string BaseName; [Header("有效数字的位数(代表排序的有效数字位数)")] public int SignificantDigits; [Header("开始数(开始的数)")] public int Start; [Header("总数(一共多少张图片)")] public int Count; public NameRules(string _name,int _digits,int _start,int _count) { BaseName = _name; SignificantDigits = _digits; Start = _start; Count = _count; } } //图片类型 public enum WidgetType { Image, RawImage } /// [Header("图片显示控件(RawImage[支持原始图片类型] OR Image[仅支持Sprite图片])")] public WidgetType ImgWidget = WidgetType.RawImage; //要求文件夹必须在Assets/Resources文件夹里面,ModeName填写后面到文件夹的路径 [Header("模式名称(和文件夹名称相同,路径必须在Resources里面)")] public string ModeName = "请填写文件夹路径"; [Header("命名规则(序列图的命名规则)")] public NameRules Rules; [Header("FPS(一秒内显示多少张图片)")] public int FramesPerSecond = 24; [Header("循环播放(默认开启)")] public bool Loop=true; [Header("UI可用时自动播放(默认开启)")] public bool PlayOnWake=true; /// <summary> /// 私有变量 /// </summary> /// /// 显示图片的UI控件 private Image ImageComponent = null; private RawImage RawImgComponent = null; private int currentFrames;//当前播放的图片帧数 private float showTime = 0.0f; private float rateTime = 0.0f; private bool Playing; // Start is called before the first frame update void Start() { InitWidget(); } // Update is called once per frame void Update() { if (!Playing) return; showTime += Time.deltaTime; if (showTime >= rateTime) { showTime = 0; currentFrames++; if (currentFrames >= Rules.Count) { if(Loop) { currentFrames = Rules.Start; }else { Playing = false; } } if(ImgWidget == WidgetType.Image) { ImageComponent.sprite = GetCurrentSprite(); } else { RawImgComponent.texture = GetCurrentTexture2D(); } } } /// /更换播放的序列图 public void ChangeMode(string _mode, NameRules _rules, int _fps=24) { ModeName = _mode; Rules=_rules; FramesPerSecond = _fps; currentFrames = Rules.Start; rateTime = 1.0f / FramesPerSecond; if (ImgWidget == WidgetType.Image) { ImageComponent.sprite = GetCurrentSprite(); } else { RawImgComponent.texture = GetCurrentTexture2D(); } } //开始播放 public void Play(bool needLoop=true) { Playing = true; Loop = needLoop; } //停止播放 public void Stop() { Playing = false; } private Sprite GetCurrentSprite() { /这个是重点,显示不出来图片的话,大概率问题在这个函数 string formatStr = "{0:D" + Rules.SignificantDigits + "}";//保留有效数字,不够前面加0 string imageName = ModeName + "/" + Rules.BaseName + string.Format(formatStr, currentFrames); return LoadSprite(imageName); } private Texture2D GetCurrentTexture2D() { /这个是重点,显示不出来图片的话,大概率问题在这个函数 string formatStr = "{0:D"+ Rules .SignificantDigits+ "}";//保留有效数字,不够前面加0 string imageName = ModeName+"/"+Rules.BaseName + string.Format(formatStr, currentFrames); return LoadTexture2D(imageName); } private Texture2D LoadTexture2D(string path) { return Resources.Load(path, typeof(Texture2D)) as Texture2D; } private Sprite LoadSprite(string path) { return Resources.Load(path, typeof(Sprite)) as Sprite; } /// <summary> /// 初始化图片显示组件 /// </summary> private void InitWidget() { if(ImgWidget== WidgetType.Image) { ImageComponent = transform.gameObject.GetComponent<Image>(); if(ImageComponent==null) { EditorBox("此组件上没有找到<Image>!请检查后重试!"); EditorStop(); } } else { RawImgComponent = transform.gameObject.GetComponent<RawImage>(); if (RawImgComponent == null) { EditorBox("此组件上没有找到<RawImage>!请检查后重试!"); EditorStop(); } } Playing = PlayOnWake; currentFrames = Rules.Start; rateTime = 1.0f / FramesPerSecond; if (ImgWidget == WidgetType.Image) { ImageComponent.sprite = GetCurrentSprite(); } else { RawImgComponent.texture = GetCurrentTexture2D(); } } /// <summary> /// Unity编辑器的MessageBox /// </summary> private void EditorBox(string msg) { #if UNITY_EDITOR EditorUtility.DisplayDialog("FramesController", msg, "确认", "取消"); #endif } /// <summary> /// Unity编辑器停止当前正在运行的程序 /// </summary> private void EditorStop() { #if UNITY_EDITOR UnityEditor.EditorApplication.isPlaying = false; #endif } }
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