(client)feat:实现动画组件和图片组件预制体

This commit is contained in:
m0_75251201
2025-07-24 13:19:27 +08:00
parent 179123f660
commit 8471f00b64
13 changed files with 605 additions and 313 deletions

View File

@ -0,0 +1,144 @@
using Base;
using UnityEngine;
namespace Prefab
{
[RequireComponent(typeof(SpriteRenderer))]
public class ImagePrefab : MonoBehaviour
{
[Header("Display Settings")] [SerializeField]
private Sprite _defaultSprite;
[SerializeField] private Color _tintColor = Color.white;
[SerializeField, Range(0, 1)] private float _alpha = 1f;
[SerializeField] private bool _preserveAspect = true;
private SpriteRenderer _renderer;
private Vector2 _originalSize;
private bool _isInitialized;
public Sprite DisplayedSprite => _renderer.sprite;
public Color CurrentColor => _renderer.color;
private void Awake()
{
InitializeRenderer();
}
private void InitializeRenderer()
{
if (_isInitialized) return;
_renderer = GetComponent<SpriteRenderer>();
// 初始尺寸记录
if (_defaultSprite != null)
{
_originalSize = new Vector2(
_defaultSprite.rect.width / _defaultSprite.pixelsPerUnit,
_defaultSprite.rect.height / _defaultSprite.pixelsPerUnit
);
}
// 设置初始状态
ApplyVisualSettings();
_isInitialized = true;
}
private void ApplyVisualSettings()
{
if (!_isInitialized) InitializeRenderer();
// 设置精灵和颜色
_renderer.sprite = _defaultSprite;
_renderer.color = new Color(_tintColor.r, _tintColor.g, _tintColor.b, _alpha);
// 保持原始纵横比
if (_preserveAspect && _defaultSprite != null)
{
MaintainAspectRatio();
}
}
private void MaintainAspectRatio()
{
Vector2 currentSize = transform.lossyScale;
float aspectRatio = _originalSize.x / _originalSize.y;
if (currentSize.x == 0 || currentSize.y == 0) return;
float currentAspect = currentSize.x / currentSize.y;
if (Mathf.Abs(currentAspect - aspectRatio) > 0.01f)
{
Vector2 newScale = currentSize;
if (currentAspect > aspectRatio)
{
newScale.x = currentSize.y * aspectRatio;
}
else
{
newScale.y = currentSize.x / aspectRatio;
}
transform.localScale = newScale;
}
}
// 公共控制方法
public void SetSprite(Sprite newSprite)
{
_defaultSprite = newSprite;
if (_defaultSprite != null)
{
_originalSize = new Vector2(
_defaultSprite.rect.width / _defaultSprite.pixelsPerUnit,
_defaultSprite.rect.height / _defaultSprite.pixelsPerUnit
);
}
ApplyVisualSettings();
}
public void SetColor(Color newColor)
{
_tintColor = newColor;
ApplyVisualSettings();
}
public void SetAlpha(float newAlpha)
{
_alpha = Mathf.Clamp01(newAlpha);
ApplyVisualSettings();
}
public void ToggleVisibility(bool isVisible)
{
if (!_isInitialized) InitializeRenderer();
_renderer.enabled = isVisible;
}
public void SetSortingLayer(string layerName, int order)
{
if (!_isInitialized) InitializeRenderer();
_renderer.sortingLayerName = layerName;
_renderer.sortingOrder = order;
}
#if UNITY_EDITOR
private void OnValidate()
{
// 编辑器模式下实时预览变化
if (UnityEditor.EditorApplication.isPlaying)
{
ApplyVisualSettings();
}
else if (GetComponent<SpriteRenderer>() != null)
{
GetComponent<SpriteRenderer>().sprite = _defaultSprite;
GetComponent<SpriteRenderer>().color = new Color(_tintColor.r, _tintColor.g, _tintColor.b, _alpha);
}
}
#endif
}
}

View File

@ -0,0 +1,3 @@
fileFormatVersion: 2
guid: 0c360a9f1baf4eaf9afa85617c395b0d
timeCreated: 1753331527

View File

@ -0,0 +1,90 @@
using Base;
using UnityEngine;
namespace Prefab
{
[RequireComponent(typeof(SpriteRenderer))]
public class SpriteAnimator : MonoBehaviour, ITick
{
// 公开字段(可在编辑器中设置)
[SerializeField] private Sprite[] _sprites; // 动画精灵序列
[SerializeField] private float _fps = 2; // 每秒帧数
[SerializeField] private Sprite _staticSprite; // 暂停时的静态精灵
private SpriteRenderer _renderer; // 渲染器组件
private bool _isPaused; // 暂停状态
private float _frameTimer; // 帧计时器
private int _currentFrameIndex; // 当前帧索引
private void Awake()
{
_renderer = GetComponent<SpriteRenderer>();
ValidateStartFrame();
}
// ITick接口实现
public void Tick()
{
var deltaTime=Time.deltaTime;
if (_isPaused)
{
HandlePausedState();
return;
}
PlayAnimation(deltaTime);
}
private void ValidateStartFrame()
{
// 确保有精灵时可显示有效帧
if (_sprites != null && _sprites.Length > 0)
{
_currentFrameIndex = Mathf.Clamp(_currentFrameIndex, 0, _sprites.Length - 1);
_renderer.sprite = _sprites[_currentFrameIndex];
}
else
{
_renderer.sprite = null;
}
}
private void HandlePausedState()
{
// 优先使用静态精灵,否则保持当前帧
if (_staticSprite)
{
_renderer.sprite = _staticSprite;
}
}
private void PlayAnimation(float deltaTime)
{
if (_sprites == null || _sprites.Length == 0) return;
// 更新帧计时器
_frameTimer += deltaTime;
float frameDuration = 1f / _fps;
// 检查帧切换条件
while (_frameTimer >= frameDuration)
{
_frameTimer -= frameDuration;
NextFrame();
}
}
private void NextFrame()
{
// 循环播放动画
_currentFrameIndex = (_currentFrameIndex + 1) % _sprites.Length;
_renderer.sprite = _sprites[_currentFrameIndex];
}
// 外部控制方法
public void SetPaused(bool paused) => _isPaused = paused;
public void SetSprites(Sprite[] newSprites) => _sprites = newSprites;
public void SetFPS(float newFPS) => _fps = Mathf.Max(0.1f, newFPS);
public void SetStaticSprite(Sprite sprite) => _staticSprite = sprite;
}
}

View File

@ -0,0 +1,3 @@
fileFormatVersion: 2
guid: 713a1742950a45d8b4be258a82321e45
timeCreated: 1753282330