using UnityEngine;
using System.Collections;
using System.Collections.Generic;
public class AnimateTiledTexture : MonoBehaviour
{
public int _columns = 2; // The number of columns of the texture
public int _rows = 2; // The number of rows of the texture
public Vector2 _scale = new Vector3(1f, 1f); // Scale the texture. This must be a non-zero number. negative scale flips the image
public Vector2 _offset = Vector2.zero; // You can use this if you do not want the texture centered. (These are very small numbers .001)
public Vector2 _buffer = Vector2.zero; // You can use this to buffer frames to hide unwanted grid lines or artifacts
public float _framesPerSecond = 10f; // Frames per second that you want to texture to play at
public bool _playOnce = false; // Enable this if you want the animation to only play one time
public bool _disableUponCompletion = false; // Enable this if you want the texture to disable the renderer when it is finished playing
public bool _enableEvents = false; // Enable this if you want to register an event that fires when the animation is finished playing
public bool _playOnEnable = true; // The animation will play when the object is enabled
public bool _newMaterialInstance = false; // Set this to true if you want to create a new material instance
private int _index = 0; // Keeps track of the current frame
private Vector2 _textureSize = Vector2.zero; // Keeps track of the texture scale
private Material _materialInstance = null; // Material instance of the material we create (if needed)
private bool _hasMaterialInstance = false; // A flag so we know if we have a material instance we need to clean up (better than a null check i think)
private bool _isPlaying = false; // A flag to determine if the animation is currently playing
public delegate void VoidEvent(); // The Event delegate
private List<VoidEvent> _voidEventCallbackList; // A list of functions we need to call if events are enabled
// Use this function to register your callback function with this script
public void RegisterCallback(VoidEvent cbFunction)
{
// If events are enabled, add the callback function to the event list
if (_enableEvents)
_voidEventCallbackList.Add(cbFunction);
else
Debug.LogWarning("AnimateTiledTexture: You are attempting to register a callback but the events of this object are not enabled!");
}
// Use this function to unregister a callback function with this script
public void UnRegisterCallback(VoidEvent cbFunction)
{
// If events are enabled, unregister the callback function from the event list
if (_enableEvents)
_voidEventCallbackList.Remove(cbFunction);
else
Debug.LogWarning("AnimateTiledTexture: You are attempting to un-register a callback but the events of this object are not enabled!");
}
public void Play()
{
// If the animation is playing, stop it
if (_isPlaying)
{
StopCoroutine("updateTiling");
_isPlaying = false;
}
// Make sure the renderer is enabled
GetComponent<Renderer>().enabled = true;
//Because of the way textures calculate the y value, we need to start at the max y value
_index = _columns;
// Start the update tiling coroutine
StartCoroutine(updateTiling());
}
public void ChangeMaterial(Material newMaterial, bool newInstance = false)
{
if (newInstance)
{
// First check our material instance, if we already have a material instance
// and we want to create a new one, we need to clean up the old one
if (_hasMaterialInstance)
Object.Destroy(GetComponent<Renderer>().sharedMaterial);
// create the new material
_materialInstance = new Material(newMaterial);
// Assign it to the renderer
GetComponent<Renderer>().sharedMaterial = _materialInstance;
// Set the flag
_hasMaterialInstance = true;
}
else // if we dont have create a new instance, just assign the texture
GetComponent<Renderer>().sharedMaterial = newMaterial;
// We need to recalc the texture size (since different material = possible different texture)
CalcTextureSize();
// Assign the new texture size
GetComponent<Renderer>().sharedMaterial.SetTextureScale("_MainTex", _textureSize);
}
private void Awake()
{
// Allocate memory for the events, if needed
if (_enableEvents)
_voidEventCallbackList = new List<VoidEvent>();
//Create the material instance, if needed. else, just use this function to recalc the texture size
ChangeMaterial(GetComponent<Renderer>().sharedMaterial, _newMaterialInstance);
}
private void OnDestroy()
{
// If we wanted new material instances, we need to destroy the material
if (_hasMaterialInstance)
{
Object.Destroy(GetComponent<Renderer>().sharedMaterial);
_hasMaterialInstance = false;
}
}
// Handles all event triggers to callback functions
private void HandleCallbacks(List<VoidEvent> cbList)
{
// For now simply loop through them all and call yet.
for (int i = 0; i < cbList.Count; ++i)
cbList[i]();
}
private void OnEnable()
{
CalcTextureSize();
if (_playOnEnable)
Play();
}
private void CalcTextureSize()
{
//set the tile size of the texture (in UV units), based on the rows and columns
_textureSize = new Vector2(1f / _columns, 1f / _rows);
// Add in the scale
_textureSize.x = _textureSize.x / _scale.x;
_textureSize.y = _textureSize.y / _scale.y;
// Buffer some of the image out (removes gridlines and stufF)
_textureSize -= _buffer;
}
// The main update function of this script
private IEnumerator updateTiling()
{
_isPlaying = true;
// This is the max number of frames
int checkAgainst = (_rows * _columns);
while (true)
{
// If we are at the last frame, we need to either loop or break out of the loop
if (_index >= checkAgainst)
{
_index = 0; // Reset the index
// If we only want to play the texture one time
if (_playOnce)
{
if (checkAgainst == _columns)
{
// We are done with the coroutine. Fire the event, if needed
if(_enableEvents)
HandleCallbacks(_voidEventCallbackList);
if (_disableUponCompletion)
gameObject.GetComponent<Renderer>().enabled = false;
// turn off the isplaying flag
_isPlaying = false;
// Break out of the loop, we are finished
yield break;
}
else
checkAgainst = _columns; // We need to loop through one more row
}
}
// Apply the offset in order to move to the next frame
ApplyOffset();
//Increment the index
_index++;
// Wait a time before we move to the next frame. Note, this gives unexpected results on mobile devices
yield return new WaitForSeconds(1f / _framesPerSecond);
}
}
private void ApplyOffset()
{
//split into x and y indexes. calculate the new offsets
Vector2 offset = new Vector2((float)_index / _columns - (_index / _columns), //x index
1 - ((_index / _columns) / (float)_rows)); //y index
// Reset the y offset, if needed
if (offset.y == 1)
offset.y = 0.0f;
// If we have scaled the texture, we need to reposition the texture to the center of the object
offset.x += ((1f / _columns) - _textureSize.x) / 2.0f;
offset.y += ((1f / _rows) - _textureSize.y) / 2.0f;
// Add an additional offset if the user does not want the texture centered
offset.x += _offset.x;
offset.y += _offset.y;
// Update the material
GetComponent<Renderer>().sharedMaterial.SetTextureOffset("_MainTex", offset);
}
}
관중용으로 썼었는데, 어디서 구했는지 기억이 안나네요. 너무 오래전이라..
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