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hi,my problem is that i want that when i start a new animation(from stand animation to run animation,or from stand to attack animation,etc...) so every animation is actually a diffrent texutre,and every texture is basiclly a spritesheet of the action,and when i need to switch it to a diffrent action's animation i just change the texture(and sometimes the number of frames) so my animation code is that: var uvAnimationTileX = 6; //Here you can place the number of columns of your sheet. var uvAnimationTileY = 1; //Here you can place the number of rows of your sheet. var framesPerSecond = 10.0; var StandTex : Texture; var Aset : boolean; var uIndex; var index : int; var offset : Vector2; var size : Vector2; function Update () { if(!Input.GetKey("left") && !Input.GetKey("right") && !Input.GetKey("up") && !Input.GetKey("down") ) { uvAnimationTileX = 8; } else { uvAnimationTileX = 6; } // Calculate index index = Time.time * framesPerSecond; // repeat when exhausting all frames index = index % (uvAnimationTileX * uvAnimationTileY);
} any ideas on how to fix my problem,,and make it to start from the begining of the animation when i start a new action,because now its not starting from the begining (which is not good :P) i posted this a few days ago,but the answer i got didnt work :/ the answer i got was to change the line : index = Time.time * framesPerSecond; to: myTime += Time.deltaTime; //myTime is declared up above index = myTime * framesPerSecond; and well,not working,any ideas why/how to make it work? thanks in advance ;)
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