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@@ -127,14 +127,10 @@ namespace CrossgateToolkit
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_imageRenderer = GetComponent<Image>();
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_spriteRenderer = GetComponent<SpriteRenderer>();
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_rectTransform = GetComponent<RectTransform>();
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- //碰撞盒,仅当需要添加鼠标事件时使用
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- // _boxCollider2D = GetComponent<BoxCollider2D>();
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if(_imageRenderer == null) _imageRenderer = gameObject.AddComponent<Image>();
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if(_spriteRenderer == null) _spriteRenderer = gameObject.AddComponent<SpriteRenderer>();
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if(_rectTransform == null) _rectTransform = gameObject.AddComponent<RectTransform>();
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- // if(_boxCollider2D == null) _boxCollider2D = gameObject.AddComponent<BoxCollider2D>();
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-
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}
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private void Start()
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@@ -209,16 +205,16 @@ namespace CrossgateToolkit
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}
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}
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- /**
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- * 播放动画,调用此方法将会清空当前播放队列,调用完成可通过链式调用nextPlay方法添加动画到播放队列
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- * @param Serial 动画序列号
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- * @param Direction 动画方向
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- * @param ActionType 动画动作
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- * @param PlayType 播放类型
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- * @param Speed 播放速度,以 1s 为基准,根据动画帧率计算实际播放周期时长
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- * @param onFinishCallback 动画结束回调
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- * @return AnimePlayer
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- */
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+ /// <summary>
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+ /// 播放动画。调用此方法将会清空当前播放队列,调用完成可通过链式调用 <c>nextPlay</c> 方法添加动画到播放队列。
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+ /// </summary>
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+ /// <param name="Serial">动画序列号</param>
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+ /// <param name="Direction">动画方向</param>
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+ /// <param name="ActionType">动画动作</param>
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+ /// <param name="PlayType">播放类型</param>
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+ /// <param name="Speed">播放速度,以 1s 为基准,根据动画帧率计算实际播放周期时长</param>
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+ /// <param name="onFinishCallback">动画结束回调</param>
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+ /// <returns>AnimePlayer</returns>
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public AnimePlayer play(uint Serial, Anime.DirectionType Direction = Anime.DirectionType.North,
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Anime.ActionType actionType = Anime.ActionType.Stand, Anime.PlayType playType = Anime.PlayType.Once,
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float Speed = 1f, AnimeCallback onFinishCallback = null)
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@@ -499,11 +495,6 @@ namespace CrossgateToolkit
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//问题帧自动跳过
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if (_currentFrame<_frames.Length && _frames[_currentFrame] == null) return;
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- //自动偏移
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- // float graphicWidth = _frames[_currentFrame].Sprite.rect.width;
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- // float graphicHeight = _frames[_currentFrame].Sprite.rect.height;
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- // float offsetX = -_frames[_currentFrame].GraphicInfo.OffsetX;
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- // float offsetY = _frames[_currentFrame].GraphicInfo.OffsetY;
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//根据当前帧Sprite动态调整对象大小
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float width = _frames[_currentFrame].Sprite.rect.width * 1f;
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@@ -529,27 +520,6 @@ namespace CrossgateToolkit
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}
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frameTexture = _frames[_currentFrame].Sprite.texture;
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- // Vector2 offset = Vector2.zero;
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- // offset.x += -(_frames[_currentFrame].GraphicInfo.OffsetX * 1f) / _frames[_currentFrame].GraphicInfo.Width;
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- // offset.y -= (-_frames[_currentFrame].GraphicInfo.OffsetY * 1f) / _frames[_currentFrame].GraphicInfo.Height;
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-
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- // _rectTransform.pivot = offset;
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-
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- // pos.x = (width + _frames[_currentFrame].GraphicInfo.OffsetX)/1f;
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- // pos.y = (height + _frames[_currentFrame].GraphicInfo.OffsetY)/1f;
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-
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-
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-
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- // 2D碰撞器自动调整,但是动态碰撞器反而会导致重叠大物体选中效果不稳定,效果不如固定大小碰撞器好
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- // if (_boxCollider2D != null)
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- // {
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- // Vector2 newSize =_boxCollider2D.size
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- // _boxCollider2D.size = new Vector2(width, height);
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- // }
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- // _rectTransform.pivot = new Vector2(offsetX,offsetY);
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- // _rectTransform.localPosition = new Vector3(0f, 0f);
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-
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-
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_timer = Time.time * 1000;
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//动画事件帧监听
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