feat: End animation working
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70 changed files with 138 additions and 73 deletions
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@ -4,7 +4,8 @@ using UnityEngine;
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namespace FramedAnimator {
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[RequireComponent(typeof(SpriteRenderer))]
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public class Animator : MonoBehaviour {
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[SerializeField] private Animation animation;
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[SerializeField] private new Animation animation;
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public string CurrentAnimation => animation.name;
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private float _currentFrame;
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private int _renderingFrame;
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@ -12,21 +13,49 @@ namespace FramedAnimator {
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private SpriteRenderer _renderer;
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private bool _animationEnded;
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public event Action<string> OnAnimationEnd;
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private void Awake() {
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_renderer = GetComponent<SpriteRenderer>();
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}
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private void Update() {
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if (_renderingFrame >= _limit)
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if (_renderingFrame >= _limit) {
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TryCallAnimationEnd();
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return;
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_currentFrame += Time.deltaTime * animation.FrameRate;
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}
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UpdateAnimationFrame();
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}
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private void UpdateAnimationFrame() {
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_currentFrame += Time.deltaTime * animation.FrameRate;
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_renderingFrame = Mathf.Clamp(Mathf.FloorToInt(_currentFrame), 0, _limit);
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_renderer.sprite = animation.GetFrame(_renderingFrame);
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}
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private void TryCallAnimationEnd() {
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if (_renderingFrame < animation.FrameCount - 1 || _animationEnded) return;
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_currentFrame += Time.deltaTime * animation.FrameRate;
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_renderingFrame = Mathf.FloorToInt(_currentFrame);
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if (_renderingFrame <= _limit) return;
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_animationEnded = true;
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OnAnimationEnd?.Invoke(animation.name);
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}
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public void ChangeAnimation(Animation anim) {
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_animationEnded = false;
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_limit = _renderingFrame = 0;
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_currentFrame = 0f;
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animation = anim;
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_renderer.sprite = animation.GetFrame(_renderingFrame);
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}
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public void PlayUntil(float fraction) {
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_limit = Mathf.RoundToInt(animation.FrameCount * Mathf.Clamp(fraction, 0, 1));
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_limit = Mathf.RoundToInt(animation.FrameCount * Mathf.Clamp01(fraction));
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_limit = Mathf.Clamp(_limit, 0, animation.FrameCount - 1);
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}
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}
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