Co-authored-by: m0_75251201 <m0_75251201@noreply.gitcode.com> Reviewed-on: Roguelite-Game-Developing-Team/Gen_Hack-and-Slash-Roguelite#41
90 lines
2.7 KiB
C#
90 lines
2.7 KiB
C#
using Base;
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using UnityEngine;
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namespace Prefab
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{
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[RequireComponent(typeof(SpriteRenderer))]
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public class SpriteAnimator : MonoBehaviour, ITick
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{
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// 公开字段(可在编辑器中设置)
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[SerializeField] private Sprite[] _sprites; // 动画精灵序列
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[SerializeField] private float _fps = 2; // 每秒帧数
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[SerializeField] private Sprite _staticSprite; // 暂停时的静态精灵
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private SpriteRenderer _renderer; // 渲染器组件
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private bool _isPaused; // 暂停状态
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private float _frameTimer; // 帧计时器
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private int _currentFrameIndex; // 当前帧索引
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private void Awake()
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{
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_renderer = GetComponent<SpriteRenderer>();
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ValidateStartFrame();
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}
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// ITick接口实现
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public void Tick()
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{
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var deltaTime=Time.deltaTime;
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if (_isPaused)
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{
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HandlePausedState();
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return;
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}
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PlayAnimation(deltaTime);
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}
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private void ValidateStartFrame()
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{
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// 确保有精灵时可显示有效帧
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if (_sprites != null && _sprites.Length > 0)
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{
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_currentFrameIndex = Mathf.Clamp(_currentFrameIndex, 0, _sprites.Length - 1);
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_renderer.sprite = _sprites[_currentFrameIndex];
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}
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else
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{
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_renderer.sprite = null;
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}
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}
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private void HandlePausedState()
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{
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// 优先使用静态精灵,否则保持当前帧
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if (_staticSprite)
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{
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_renderer.sprite = _staticSprite;
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}
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}
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private void PlayAnimation(float deltaTime)
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{
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if (_sprites == null || _sprites.Length == 0) return;
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// 更新帧计时器
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_frameTimer += deltaTime;
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float frameDuration = 1f / _fps;
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// 检查帧切换条件
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while (_frameTimer >= frameDuration)
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{
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_frameTimer -= frameDuration;
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NextFrame();
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}
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}
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private void NextFrame()
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{
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// 循环播放动画
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_currentFrameIndex = (_currentFrameIndex + 1) % _sprites.Length;
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_renderer.sprite = _sprites[_currentFrameIndex];
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}
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// 外部控制方法
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public void SetPaused(bool paused) => _isPaused = paused;
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public void SetSprites(Sprite[] newSprites) => _sprites = newSprites;
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public void SetFPS(float newFPS) => _fps = Mathf.Max(0.1f, newFPS);
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public void SetStaticSprite(Sprite sprite) => _staticSprite = sprite;
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}
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} |