using System.Diagnostics; using UnityEngine.UI; using UnityEngine; namespace UnrealM { public class ImageAnimation : SpriteAnimation { public Image image; private void Awake() { image.enabled = !isHiddenAtAwake; } public override void OnFrame(int nCurFrame) { image.sprite = curSprites[nCurFrame]; image.SetNativeSize(); float pivotX = image.sprite.pivot.x / image.sprite.rect.width; float pivotY = image.sprite.pivot.y / image.sprite.rect.height; image.rectTransform.pivot = new Vector2(pivotX, pivotY); //UnityEngine.Debug.Log("WWWWWWWWWWWWWWWWWWWWWWWWWWW OnFrame " + image.sprite.name); } public void ResetFrame(int nFrame = 6) { image.sprite = curSprites[nFrame]; //UnityEngine.Debug.Log("WWWWWWWWWWWWWWWWWWWWWWWWWWW ResetFrame " + image.sprite.name); } #if UNITY_EDITOR private void Reset() { //image = GetComponent(); //if (image.sprite) //{ // SpriteAnimationClip.CreateSpriteAnimationClip(this, image.sprite); // if (clips.Length > 0) // { // if (clips.clips[0].sprites.Length < 3) // { // frameAnimation.FPS = 3; // } // } //} } #endif } }