AnimePlayer.cs 26 KB

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  1. /**
  2. * 魔力宝贝图档解析脚本 - CGTool
  3. *
  4. * @Author HonorLee (dev@honorlee.me)
  5. * @Version 1.0 (2023-04-15)
  6. * @License GPL-3.0
  7. *
  8. * AnimePlayer.cs 动画播放器-挂载类
  9. */
  10. using System.Collections.Generic;
  11. using UnityEngine;
  12. using UnityEngine.UI;
  13. namespace CrossgateToolkit
  14. {
  15. //动画周期回调
  16. public delegate void AnimeCallback(Anime.ActionType actionType);
  17. //动画动作帧监听
  18. public delegate void AnimeEffectListener(Anime.EffectType effect);
  19. //动画音频帧监听
  20. public delegate void AnimeAudioListener(int audioIndex);
  21. //鼠标移入事件监听
  22. public delegate void MouseListener(AnimePlayer animePlayer);
  23. /**
  24. * 动画播放器,用于播放CG动画,支持多动画队列播放
  25. * 脚本需绑定至挂载了SpriteRenderer、Image和RectTransform的对象上
  26. * ########除此之外,还需绑定BoxCollider2D(可选),用于监听鼠标的移入移出事件#####此条删除
  27. *
  28. * 当动画播放完成后会自动调用onFinishCallback回调函数
  29. * 另外可指定onActionListener和onAudioListener监听动画动作帧和音频帧
  30. * 目前已知的动作帧有:
  31. * 击中 伤害结算
  32. */
  33. public class AnimePlayer : MonoBehaviour
  34. {
  35. //动画帧数据
  36. private class AnimeFrame
  37. {
  38. public int Index;
  39. public GraphicInfoData GraphicInfo;
  40. public Sprite Sprite;
  41. public AnimeFrameInfo AnimeFrameInfo;
  42. }
  43. //播放配置数据
  44. private class AnimeOption
  45. {
  46. public uint AnimeSerial;
  47. public Anime.DirectionType Direction;
  48. public Anime.ActionType actionType;
  49. public Anime.PlayType playType;
  50. public float Speed;
  51. public float FrameRate;
  52. public AnimeDetail AnimeDetail;
  53. public AnimeCallback onFinishCallback;
  54. public AnimeEffectListener onEffectListener;
  55. public int CurrentFrame = 0;
  56. public bool KeepFrame = false;
  57. }
  58. //当前播放
  59. private uint _currentSerial;
  60. private AnimeOption _currentAnime;
  61. private AnimeFrame[] _frames;
  62. // private int _currentFrame;
  63. //是否播放
  64. private bool isPlayable;
  65. // private bool isPlayable
  66. // {
  67. // get => _isPlayable;
  68. // set
  69. // {
  70. // _isPlayable = value;
  71. // if (_isPlayable)
  72. // {
  73. // _timer = Time.time * 1000;
  74. // }
  75. // else
  76. // {
  77. // Debug.Log("set isPlayable " + isPlayable + " "+_currentAnime?.actionType);
  78. // }
  79. // }
  80. // }
  81. //待播放队列
  82. private readonly List<AnimeOption> _animeQueue = new List<AnimeOption>();
  83. //计时器
  84. private float _timer;
  85. //下一帧延迟
  86. private float _delay;
  87. //绑定渲染对象
  88. [SerializeField,Header("Image渲染")] public bool isRenderByImage = false;
  89. [SerializeField,Header("序列帧合批")] public bool isFrameBatch = false;
  90. [SerializeField,Header("线性过滤")] public bool isLinearFilter = false;
  91. [Header("序列帧Texture")] public Texture2D frameTexture;
  92. private SpriteRenderer _spriteRenderer;
  93. private Image _imageRenderer;
  94. private int _paletIndex = 0;
  95. public int PaletIndex
  96. {
  97. get { return _paletIndex; }
  98. set
  99. {
  100. _paletIndex = value;
  101. if (_currentAnime != null) _play(_currentAnime);
  102. }
  103. }
  104. //绑定RectTransform
  105. private RectTransform _rectTransform;
  106. //动画动作帧监听
  107. // public AnimeEffectListener onEffectListener;
  108. public AnimeAudioListener onAudioListener;
  109. //鼠标移入事件监听
  110. public MouseListener onMouseEnterListener;
  111. //鼠标移出事件监听
  112. public MouseListener onMouseExitListener;
  113. //获取偏移量(无用)
  114. public Vector2 offset
  115. {
  116. get
  117. {
  118. float offsetX = -_frames[_currentAnime.CurrentFrame].AnimeFrameInfo.OffsetX;
  119. float offsetY = _frames[_currentAnime.CurrentFrame].AnimeFrameInfo.OffsetY;
  120. return new Vector2(offsetX, offsetY);
  121. }
  122. }
  123. //实例初始化时获取相关绑定
  124. private void Awake()
  125. {
  126. //调整渲染
  127. _imageRenderer = GetComponent<Image>();
  128. _spriteRenderer = GetComponent<SpriteRenderer>();
  129. _rectTransform = GetComponent<RectTransform>();
  130. if(_imageRenderer == null) _imageRenderer = gameObject.AddComponent<Image>();
  131. if(_spriteRenderer == null) _spriteRenderer = gameObject.AddComponent<SpriteRenderer>();
  132. if(_rectTransform == null) _rectTransform = gameObject.AddComponent<RectTransform>();
  133. gameObject.SetActive(false);
  134. }
  135. private void Start()
  136. {
  137. _updateRenderMode();
  138. }
  139. //鼠标移入监听
  140. private void OnMouseEnter()
  141. {
  142. onMouseEnterListener?.Invoke(this);
  143. }
  144. //鼠标移出监听
  145. private void OnMouseExit()
  146. {
  147. onMouseExitListener?.Invoke(this);
  148. }
  149. // 使用Image模式渲染
  150. public bool RenderByImage
  151. {
  152. get => isRenderByImage;
  153. set
  154. {
  155. isRenderByImage = value;
  156. _updateRenderMode();
  157. }
  158. }
  159. // 设置当前播放序列,默认方向North,动作Stand,播放类型Loop,播放速度1f
  160. public uint Serial
  161. {
  162. get => _currentSerial;
  163. set
  164. {
  165. if (value == 0)
  166. {
  167. Stop();
  168. return;
  169. }
  170. Anime.DirectionType direction =
  171. _currentAnime?.Direction ?? Anime.DirectionType.North;
  172. Anime.ActionType actionType = _currentAnime?.actionType ?? Anime.ActionType.Idle;
  173. Anime.PlayType playType = _currentAnime?.playType ?? Anime.PlayType.Loop;
  174. float speed = _currentAnime?.Speed ?? 1f;
  175. AnimeCallback onFinishCallback = _currentAnime?.onFinishCallback;
  176. AnimeEffectListener onEffectListener = _currentAnime?.onEffectListener;
  177. play(value, direction, actionType, playType, speed, onEffectListener,onFinishCallback);
  178. }
  179. }
  180. // 动态调整播放类型
  181. public Anime.PlayType PlayType
  182. {
  183. get => _currentAnime?.playType ?? Anime.PlayType.Loop;
  184. set
  185. {
  186. if (_currentAnime != null)
  187. {
  188. _currentAnime.playType = value;
  189. }
  190. }
  191. }
  192. // 动态调整播放回调
  193. public AnimeCallback OnFinishCallback
  194. {
  195. get => _currentAnime?.onFinishCallback;
  196. set
  197. {
  198. if (_currentAnime != null)
  199. {
  200. _currentAnime.onFinishCallback = value;
  201. }
  202. }
  203. }
  204. // 更新渲染模式
  205. private void _updateRenderMode()
  206. {
  207. if (isRenderByImage)
  208. {
  209. _imageRenderer.enabled = true;
  210. _spriteRenderer.enabled = false;
  211. }
  212. else
  213. {
  214. _imageRenderer.enabled = false;
  215. _spriteRenderer.enabled = true;
  216. }
  217. }
  218. /// <summary>
  219. /// 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。
  220. /// </summary>
  221. /// <param name="Serial">动画序列号</param>
  222. /// <param name="Direction">动画方向</param>
  223. /// <param name="ActionType">动画动作</param>
  224. /// <param name="PlayType">播放类型</param>
  225. /// <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>
  226. /// <param name="onEffectListener">动画动作帧监听</param>
  227. /// <param name="onFinishCallback">动画结束回调</param>
  228. /// <returns>AnimePlayer</returns>
  229. public AnimePlayer play(uint serial, Anime.DirectionType Direction = Anime.DirectionType.North,
  230. Anime.ActionType actionType = Anime.ActionType.Idle, Anime.PlayType playType = Anime.PlayType.Once,
  231. float Speed = 1f,AnimeEffectListener onEffectListener = null,AnimeCallback onFinishCallback = null)
  232. {
  233. AnimeOption animeOption = CreateAnimeOption(serial, Direction, actionType, playType, Speed,onEffectListener, onFinishCallback);
  234. if (animeOption == null)
  235. {
  236. onFinishCallback?.Invoke(actionType);
  237. // Debug.Log("AnimePlayer:AnimeOption create failed");
  238. return this;
  239. }
  240. //清空播放队列
  241. _animeQueue.Clear();
  242. _animeQueue.Add(animeOption);
  243. _play(animeOption);
  244. //链式调用,后续可通过nextPlay方法添加动画到播放队列
  245. return this;
  246. }
  247. //播放动画
  248. public AnimePlayer play(uint serial, Anime.PlayType playType, float speed = 1f,AnimeEffectListener onEffectListener = null,AnimeCallback onFinishCallback = null)
  249. {
  250. return play(serial,Anime.DirectionType.North,Anime.ActionType.Idle,playType,speed,onEffectListener,onFinishCallback);
  251. }
  252. //不改变Serial情况下播放动画
  253. public AnimePlayer play(Anime.DirectionType directionType,Anime.ActionType actionType,Anime.PlayType playType,float Speed=1f,AnimeEffectListener onEffectListener=null,AnimeCallback onFinishCallback=null)
  254. {
  255. return play(_currentSerial, directionType, actionType, playType,
  256. Speed,onEffectListener, onFinishCallback);
  257. }
  258. //播放一次
  259. public AnimePlayer playOnce(Anime.DirectionType directionType,Anime.ActionType actionType,float Speed=1f,AnimeEffectListener onEffectListener=null,AnimeCallback onFinishCallback=null)
  260. {
  261. return play(_currentSerial, directionType, actionType, Anime.PlayType.Once,
  262. Speed, onEffectListener,onFinishCallback);
  263. }
  264. //播放循环
  265. public AnimePlayer playLoop(Anime.DirectionType directionType,Anime.ActionType actionType,float Speed=1f,AnimeEffectListener onEffectListener=null,AnimeCallback onFinishCallback=null)
  266. {
  267. return play(_currentSerial, directionType, actionType, Anime.PlayType.Loop,
  268. Speed, onEffectListener,onFinishCallback);
  269. }
  270. //调整动画方向
  271. public void changeDirection(Anime.DirectionType directionType)
  272. {
  273. if (directionType == _currentAnime.Direction || directionType == Anime.DirectionType.NULL) return;
  274. // _currentAnime = CreateAnimeOption(_currentAnime.AnimeSerial, directionType, _currentAnime.actionType,
  275. // _currentAnime.playType, _currentAnime.Speed, _currentAnime.onEffectListener,_currentAnime.onFinishCallback);
  276. _currentAnime = CreateAnimeOption(_currentAnime.AnimeSerial, directionType, _currentAnime.actionType,
  277. _currentAnime.playType, _currentAnime.Speed);
  278. _play(_currentAnime);
  279. }
  280. public Anime.DirectionType DirectionType
  281. {
  282. get => _currentAnime?.Direction ?? Anime.DirectionType.NULL;
  283. set
  284. {
  285. if (_currentAnime != null)
  286. {
  287. changeDirection(value);
  288. }
  289. }
  290. }
  291. //调整动画动作类型
  292. public void changeActionType(Anime.ActionType actionType)
  293. {
  294. if (actionType == _currentAnime.actionType) return;
  295. // _currentAnime = CreateAnimeOption(_currentAnime.AnimeSerial, _currentAnime.Direction,actionType,
  296. // _currentAnime.playType, _currentAnime.Speed, _currentAnime.onEffectListener,_currentAnime.onFinishCallback);
  297. _currentAnime = CreateAnimeOption(_currentAnime.AnimeSerial, _currentAnime.Direction,actionType,
  298. _currentAnime.playType, _currentAnime.Speed);
  299. _play(_currentAnime);
  300. }
  301. public Anime.ActionType ActionType
  302. {
  303. get => _currentAnime?.actionType ?? Anime.ActionType.NULL;
  304. set
  305. {
  306. if (_currentAnime != null)
  307. {
  308. changeActionType(value);
  309. }
  310. }
  311. }
  312. //播放
  313. private void _play(AnimeOption animeOption)
  314. {
  315. isPlayable = false;
  316. _currentAnime = null;
  317. // Debug.Log("AnimePlayer:play " + animeOption.AnimeSerial + " " + animeOption.actionType);
  318. AnimeFrame[] frames = new AnimeFrame[animeOption.AnimeDetail.FrameCount];
  319. if (isFrameBatch)
  320. {
  321. Anime.BakeAnimeFrames(animeOption.AnimeDetail, _paletIndex, isLinearFilter);
  322. //获取动画帧数据
  323. for (int i = 0; i < animeOption.AnimeDetail.AnimeFrameInfos.Count; i++)
  324. {
  325. if(!animeOption.AnimeDetail.AnimeFrameInfos[i].AnimeSprites.ContainsKey(_paletIndex)) continue;
  326. if(animeOption.AnimeDetail.AnimeFrameInfos[i].AnimeSprites[_paletIndex] == null) continue;
  327. //创建帧数据
  328. frames[i] = new AnimeFrame();
  329. frames[i].Index = i;
  330. frames[i].GraphicInfo = animeOption.AnimeDetail.AnimeFrameInfos[i].GraphicInfo;
  331. frames[i].Sprite = animeOption.AnimeDetail.AnimeFrameInfos[i].AnimeSprites[_paletIndex][isLinearFilter];
  332. frames[i].AnimeFrameInfo = animeOption.AnimeDetail.AnimeFrameInfos[i];
  333. }
  334. }
  335. else
  336. {
  337. //获取动画帧数据
  338. for (int i = 0; i < animeOption.AnimeDetail.AnimeFrameInfos.Count; i++)
  339. {
  340. AnimeFrameInfo animeFrameInfo = animeOption.AnimeDetail.AnimeFrameInfos[i];
  341. GraphicInfoData graphicInfoData = GraphicInfo.GetGraphicInfoDataByIndex(
  342. animeOption.AnimeDetail.Version, animeOption.AnimeDetail.AnimeFrameInfos[i].GraphicIndex);
  343. if (graphicInfoData == null)
  344. {
  345. Debug.Log("GraphicInfo Serial:" +
  346. animeOption.AnimeDetail.AnimeFrameInfos[i].GraphicIndex + " is null");
  347. continue;
  348. }
  349. int subPaletIndex = 0;
  350. if (animeOption.AnimeDetail.IsHighVersion) subPaletIndex = (int)animeOption.AnimeDetail.Serial;
  351. GraphicDetail graphicData =
  352. GraphicData.GetGraphicDetail(graphicInfoData, _paletIndex, subPaletIndex, isLinearFilter);
  353. if (graphicData == null)
  354. {
  355. Debug.Log("GraphicData Serial:" +
  356. animeOption.AnimeDetail.AnimeFrameInfos[i].GraphicIndex + " is null");
  357. continue;
  358. }
  359. //创建帧数据
  360. frames[i] = new AnimeFrame();
  361. frames[i].Index = i;
  362. frames[i].GraphicInfo = graphicInfoData;
  363. frames[i].Sprite = graphicData.Sprite;
  364. frames[i].AnimeFrameInfo = animeFrameInfo;
  365. }
  366. }
  367. _currentAnime = animeOption;
  368. _currentSerial = animeOption.AnimeSerial;
  369. _frames = frames;
  370. // _currentAnime.CurrentFrame = _currentAnime.CurrentFrame;
  371. _delay = 0;
  372. gameObject.SetActive(true);
  373. isPlayable = true;
  374. UpdateFrame();
  375. }
  376. //播放延时
  377. public void DelayPlay(float delayTime)
  378. {
  379. _delay = delayTime*1000;
  380. }
  381. //停止播放
  382. public void Stop()
  383. {
  384. isPlayable = false;
  385. _currentAnime = null;
  386. _frames = null;
  387. gameObject.SetActive(false);
  388. }
  389. //暂停播放
  390. public void Pause()
  391. {
  392. isPlayable = false;
  393. }
  394. //恢复播放
  395. public void Resume()
  396. {
  397. isPlayable = true;
  398. }
  399. //修改播放类型---重复方法--考虑删掉
  400. public void ChangePlayType(Anime.PlayType playType)
  401. {
  402. if (_currentAnime == null) return;
  403. _currentAnime.playType = playType;
  404. }
  405. //创建动画配置
  406. private AnimeOption CreateAnimeOption(uint serial, Anime.DirectionType Direction, Anime.ActionType actionType,
  407. Anime.PlayType playType=Anime.PlayType.Once, float Speed = 1f,AnimeEffectListener onEffectListener = null, AnimeCallback onFinishCallback = null)
  408. {
  409. AnimeDetail animeDetail = Anime.GetAnimeDetail(serial, Direction, actionType);
  410. if (animeDetail == null)
  411. {
  412. // Debug.Log("AnimePlayer:AnimeDetail [" + serial + "] is null");
  413. return null;
  414. }
  415. AnimeOption animeOption = new AnimeOption()
  416. {
  417. AnimeSerial = serial,
  418. Direction = Direction,
  419. actionType = actionType,
  420. playType = playType,
  421. Speed = Speed,
  422. FrameRate = animeDetail.CycleTime / Speed / animeDetail.FrameCount,
  423. AnimeDetail = animeDetail,
  424. onEffectListener = onEffectListener,
  425. onFinishCallback = onFinishCallback,
  426. };
  427. return animeOption;
  428. }
  429. //加入链式动画播放队列
  430. public AnimePlayer nextPlay(uint serial, Anime.DirectionType Direction, Anime.ActionType actionType,
  431. Anime.PlayType playType=Anime.PlayType.Once, float Speed = 1f, AnimeEffectListener onEffectListener=null, AnimeCallback onFinishCallback = null)
  432. {
  433. AnimeOption animeOption = CreateAnimeOption(serial, Direction, actionType, playType, Speed, onEffectListener,onFinishCallback);
  434. if (animeOption == null)
  435. {
  436. onFinishCallback?.Invoke(actionType);
  437. return this;
  438. }
  439. if (_animeQueue.Count == 0)
  440. {
  441. _play(animeOption);
  442. }
  443. else
  444. {
  445. _animeQueue.Add(animeOption);
  446. }
  447. return this;
  448. }
  449. //加入链式动画播放队列
  450. public AnimePlayer nextPlay(Anime.DirectionType Direction, Anime.ActionType actionType,
  451. Anime.PlayType playType=Anime.PlayType.Once, float Speed = 1f, AnimeEffectListener onEffectListener=null, AnimeCallback onFinishCallback = null)
  452. {
  453. return nextPlay(_currentSerial, Direction, actionType, playType, Speed, onEffectListener, onFinishCallback);
  454. }
  455. // 保持当前帧并切换动画方向(特殊情况如被暴击或击飞后保持受伤帧旋转)
  456. public void changeDirectionKeepFrame(Anime.DirectionType directionType)
  457. {
  458. if (directionType == _currentAnime.Direction || directionType == Anime.DirectionType.NULL) return;
  459. int currentFrame = _currentAnime.CurrentFrame;
  460. // _currentAnime = CreateAnimeOption(_currentAnime.AnimeSerial, directionType, _currentAnime.actionType,
  461. // _currentAnime.playType, _currentAnime.Speed, _currentAnime.onEffectListener,_currentAnime.onFinishCallback);
  462. _currentAnime = CreateAnimeOption(_currentAnime.AnimeSerial, directionType, _currentAnime.actionType,
  463. _currentAnime.playType, _currentAnime.Speed);
  464. _currentAnime.CurrentFrame = --currentFrame;
  465. _currentAnime.KeepFrame = true;
  466. _play(_currentAnime);
  467. }
  468. //更新计算
  469. private void Update()
  470. {
  471. if (!isPlayable || _currentAnime==null) return;
  472. float now = Time.time * 1000;
  473. if ((now - _timer - _delay) >= _currentAnime.FrameRate) UpdateFrame();
  474. }
  475. //更新帧
  476. private void UpdateFrame()
  477. {
  478. _delay = 0;
  479. if (!isPlayable || _frames.Length == 0) return;
  480. //动画结束
  481. if (_currentAnime.CurrentFrame >= _currentAnime.AnimeDetail.FrameCount)
  482. {
  483. //循环播放
  484. if (_currentAnime.playType == Anime.PlayType.Loop)
  485. {
  486. _currentAnime.onFinishCallback?.Invoke(_currentAnime.actionType);
  487. _currentAnime.CurrentFrame = 0;
  488. }else if (_currentAnime.playType is Anime.PlayType.Once or Anime.PlayType.OnceAndDestroy)
  489. {
  490. _animeQueue.RemoveAt(0);
  491. if (_currentAnime.playType == Anime.PlayType.OnceAndDestroy)
  492. {
  493. _spriteRenderer.sprite = null;
  494. _imageRenderer.sprite = null;
  495. _rectTransform.sizeDelta = Vector2.zero;
  496. _currentAnime.onFinishCallback?.Invoke(_currentAnime.actionType);
  497. gameObject.SetActive(false);
  498. return;
  499. }
  500. //播放下一个动画
  501. if(_animeQueue.Count>0)
  502. {
  503. _currentAnime.onFinishCallback?.Invoke(_currentAnime.actionType);
  504. AnimeOption animeOption = _animeQueue[0];
  505. _play(animeOption);
  506. return;
  507. }else
  508. {
  509. if (_currentAnime.KeepFrame)
  510. {
  511. _currentAnime.onFinishCallback?.Invoke(_currentAnime.actionType);
  512. // _currentAnime.CurrentFrame--;
  513. }
  514. else
  515. {
  516. isPlayable = false;
  517. _currentAnime.onFinishCallback?.Invoke(_currentAnime.actionType);
  518. return;
  519. }
  520. }
  521. }
  522. }
  523. //问题帧自动跳过
  524. if (_currentAnime.CurrentFrame < _frames.Length && _frames[_currentAnime.CurrentFrame] == null)
  525. {
  526. _currentAnime.CurrentFrame++;
  527. return;
  528. }
  529. //根据当前帧Sprite动态调整对象大小
  530. float width = _frames[_currentAnime.CurrentFrame].Sprite.rect.width * 1f;
  531. float height = _frames[_currentAnime.CurrentFrame].Sprite.rect.height * 1f;
  532. Vector3 pos = Vector3.zero;
  533. pos.x = _frames[_currentAnime.CurrentFrame].GraphicInfo.OffsetX;
  534. pos.y = -_frames[_currentAnime.CurrentFrame].GraphicInfo.OffsetY;
  535. if (isRenderByImage)
  536. {
  537. _imageRenderer.sprite = _frames[_currentAnime.CurrentFrame].Sprite;
  538. _imageRenderer.SetNativeSize();
  539. if (_currentAnime.AnimeDetail.FLAG!=null)
  540. {
  541. if (_currentAnime.AnimeDetail.FLAG.REVERSE_X)
  542. {
  543. _imageRenderer.transform.localScale = new Vector3(-1, 1, 1);
  544. pos.x = -pos.x;
  545. }
  546. if (_currentAnime.AnimeDetail.FLAG.REVERSE_Y)
  547. {
  548. _imageRenderer.transform.localScale = new Vector3(1, -1, 1);
  549. pos.y = -pos.y;
  550. }
  551. }
  552. else
  553. {
  554. _imageRenderer.transform.localScale = new Vector3(1, 1, 1);
  555. }
  556. _rectTransform.localPosition = pos;
  557. _rectTransform.pivot = new Vector2(0f,1f);
  558. }
  559. else
  560. {
  561. _spriteRenderer.sprite = _frames[_currentAnime.CurrentFrame].Sprite;
  562. _rectTransform.sizeDelta = new Vector2(width, height);
  563. _spriteRenderer.size = new Vector2(width, height);
  564. _rectTransform.pivot = new Vector2(0.5f,0f);
  565. if (_currentAnime.AnimeDetail.FLAG!=null)
  566. {
  567. if (_currentAnime.AnimeDetail.FLAG.REVERSE_X)
  568. {
  569. _spriteRenderer.flipX = true;
  570. }
  571. if (_currentAnime.AnimeDetail.FLAG.REVERSE_Y)
  572. {
  573. _spriteRenderer.flipY = true;
  574. }
  575. }
  576. else
  577. {
  578. _spriteRenderer.flipX = false;
  579. _spriteRenderer.flipY = false;
  580. }
  581. _rectTransform.localPosition = Vector3.zero;
  582. }
  583. frameTexture = _frames[_currentAnime.CurrentFrame].Sprite.texture;
  584. _timer = Time.time * 1000;
  585. //动画事件帧监听
  586. if (_frames[_currentAnime.CurrentFrame].AnimeFrameInfo.Effect > 0)
  587. _currentAnime.onEffectListener?.Invoke(_frames[_currentAnime.CurrentFrame].AnimeFrameInfo.Effect);
  588. //音频事件帧监听
  589. if (_frames[_currentAnime.CurrentFrame].AnimeFrameInfo.AudioIndex > 0)
  590. onAudioListener?.Invoke(_frames[_currentAnime.CurrentFrame].AnimeFrameInfo.AudioIndex);
  591. _currentAnime.CurrentFrame++;
  592. }
  593. }
  594. }