Files
Gen_Hack-and-Slash-Roguelit…/Client/Assets/Scripts/Prefab/SpriteAnimator.cs

90 lines
2.7 KiB
C#

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;
}
}