Unity UI實現循環播放序列圖
一、思路
1.獲取播放組件
一般我們使用UI的Raw Image或者Image來顯示圖片
Image:僅支持Sprite類型圖片,需要更改圖片的格式(註意:在StreamingAssets文件夾裡的圖片是更改不瞭類型的,在這裡必須放在Assets/Resources路徑下)
Raw Image:支持圖片的原格式,一般我們將其轉換成 Texture2D使用
2.加載圖片
Resources提供瞭一個Load方法,可以從Resources文件夾裡加載圖片。
!!!!!註意一定要在Resources路徑下,否則找不到
Resources.Load(path, typeof(Texture2D)) as Texture2D; Resources.Load(path, typeof(Sprite)) as Sprite;
3.循環加載
記錄當前到哪一張,判斷是不是到瞭最後一張,是,加載第一張
二、示例代碼
using System; using System.Collections; using System.Collections.Generic; using System.IO; using UnityEditor; using UnityEngine; using UnityEngine.UI; public class FramesController : MonoBehaviour { [System.Serializable] public struct NameRules { [Header("基礎名稱(基礎名字就是序列圖名稱中絕對相同的)")] public string BaseName; [Header("有效數字的位數(代表排序的有效數字位數)")] public int SignificantDigits; [Header("開始數(開始的數)")] public int Start; [Header("總數(一共多少張圖片)")] public int Count; public NameRules(string _name,int _digits,int _start,int _count) { BaseName = _name; SignificantDigits = _digits; Start = _start; Count = _count; } } //圖片類型 public enum WidgetType { Image, RawImage } /// [Header("圖片顯示控件(RawImage[支持原始圖片類型] OR Image[僅支持Sprite圖片])")] public WidgetType ImgWidget = WidgetType.RawImage; //要求文件夾必須在Assets/Resources文件夾裡面,ModeName填寫後面到文件夾的路徑 [Header("模式名稱(和文件夾名稱相同,路徑必須在Resources裡面)")] public string ModeName = "請填寫文件夾路徑"; [Header("命名規則(序列圖的命名規則)")] public NameRules Rules; [Header("FPS(一秒內顯示多少張圖片)")] public int FramesPerSecond = 24; [Header("循環播放(默認開啟)")] public bool Loop=true; [Header("UI可用時自動播放(默認開啟)")] public bool PlayOnWake=true; /// <summary> /// 私有變量 /// </summary> /// /// 顯示圖片的UI控件 private Image ImageComponent = null; private RawImage RawImgComponent = null; private int currentFrames;//當前播放的圖片幀數 private float showTime = 0.0f; private float rateTime = 0.0f; private bool Playing; // Start is called before the first frame update void Start() { InitWidget(); } // Update is called once per frame void Update() { if (!Playing) return; showTime += Time.deltaTime; if (showTime >= rateTime) { showTime = 0; currentFrames++; if (currentFrames >= Rules.Count) { if(Loop) { currentFrames = Rules.Start; }else { Playing = false; } } if(ImgWidget == WidgetType.Image) { ImageComponent.sprite = GetCurrentSprite(); } else { RawImgComponent.texture = GetCurrentTexture2D(); } } } /// /更換播放的序列圖 public void ChangeMode(string _mode, NameRules _rules, int _fps=24) { ModeName = _mode; Rules=_rules; FramesPerSecond = _fps; currentFrames = Rules.Start; rateTime = 1.0f / FramesPerSecond; if (ImgWidget == WidgetType.Image) { ImageComponent.sprite = GetCurrentSprite(); } else { RawImgComponent.texture = GetCurrentTexture2D(); } } //開始播放 public void Play(bool needLoop=true) { Playing = true; Loop = needLoop; } //停止播放 public void Stop() { Playing = false; } private Sprite GetCurrentSprite() { /這個是重點,顯示不出來圖片的話,大概率問題在這個函數 string formatStr = "{0:D" + Rules.SignificantDigits + "}";//保留有效數字,不夠前面加0 string imageName = ModeName + "/" + Rules.BaseName + string.Format(formatStr, currentFrames); return LoadSprite(imageName); } private Texture2D GetCurrentTexture2D() { /這個是重點,顯示不出來圖片的話,大概率問題在這個函數 string formatStr = "{0:D"+ Rules .SignificantDigits+ "}";//保留有效數字,不夠前面加0 string imageName = ModeName+"/"+Rules.BaseName + string.Format(formatStr, currentFrames); return LoadTexture2D(imageName); } private Texture2D LoadTexture2D(string path) { return Resources.Load(path, typeof(Texture2D)) as Texture2D; } private Sprite LoadSprite(string path) { return Resources.Load(path, typeof(Sprite)) as Sprite; } /// <summary> /// 初始化圖片顯示組件 /// </summary> private void InitWidget() { if(ImgWidget== WidgetType.Image) { ImageComponent = transform.gameObject.GetComponent<Image>(); if(ImageComponent==null) { EditorBox("此組件上沒有找到<Image>!請檢查後重試!"); EditorStop(); } } else { RawImgComponent = transform.gameObject.GetComponent<RawImage>(); if (RawImgComponent == null) { EditorBox("此組件上沒有找到<RawImage>!請檢查後重試!"); EditorStop(); } } Playing = PlayOnWake; currentFrames = Rules.Start; rateTime = 1.0f / FramesPerSecond; if (ImgWidget == WidgetType.Image) { ImageComponent.sprite = GetCurrentSprite(); } else { RawImgComponent.texture = GetCurrentTexture2D(); } } /// <summary> /// Unity編輯器的MessageBox /// </summary> private void EditorBox(string msg) { #if UNITY_EDITOR EditorUtility.DisplayDialog("FramesController", msg, "確認", "取消"); #endif } /// <summary> /// Unity編輯器停止當前正在運行的程序 /// </summary> private void EditorStop() { #if UNITY_EDITOR UnityEditor.EditorApplication.isPlaying = false; #endif } }
以上就是本文的全部內容,希望對大傢的學習有所幫助,也希望大傢多多支持WalkonNet。
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