• unity3D中 material中tiling和offset属性解释


    贴图有可能是多行多列的一些图案组成的。当我们需要一帧,一帧的播放时候。也就是帧序列动画,

    我们就需要用到tiling和offset两个属性,

    默认图片的左下角为坐标圆点即:(0,0)

    tiling是图片的大小,offset是偏移量

    来看看一些例子:

     1 using UnityEngine;
     2 using System.Collections;
     3 
     4 public class animspite : MonoBehaviour
     5 {
     6 
     7 
     8     public int totolFrame;//总帧数,即多少帧
     9     public int fbs;//帧速度 即 1秒运行多少帧
    10     public int rowNumber; //几行
    11     public int colNumber; //几列
    12     public bool isDes = false; //是否播放一次就销毁对象
    13     // Use this for initialization
    14     void Start()
    15     {
    16         //判断当前平台
    17         #if UNITY_EDITOR
    18                 Debug.Log("Unity Editor");
    19         #endif
    20 
    21         #if UNITY_IPHONE
    22                 Debug.Log("Iphone");
    23         #endif
    24 
    25         #if UNITY_STANDALONE_OSX
    26                 Debug.Log("Stand Alone OSX");
    27         #endif
    28 
    29         #if UNITY_STANDALONE_WIN
    30                 Debug.Log("Stand Alone Windows");
    31         #endif
    32     }
    33 
    34     // Update is called once per frame
    35     void Update()
    36     {
    37         int index = (int)(Time.time * fbs);
    38 
    39         index = index % totolFrame;
    40 
    41         float sizeX = 1.0f / colNumber;
    42         float sizeY = 1.0f / rowNumber;
    43         Vector2 size = new Vector2(sizeX, sizeY);
    44 
    45         float uIndex = index % colNumber;
    46         float vIndex = index / colNumber;
           //int vIndex = index % rowNumber;
    47 48 float offsetX = uIndex * size.x; 49 float offsetY = (1.0f - size.y) - (vIndex * size.y); 50 //offsetY = 1.0f * vIndex / rowNumber; 51 52 Vector2 offset = new Vector2(offsetX, offsetY); 53 54 transform.renderer.material.mainTextureScale = size; 55 transform.renderer.material.mainTextureOffset = offset; 56 57 58 if (isDes) 59 { 60 if (Time.time > 1) 61 { 62 Destroy(this.gameObject); 63 } 64 } 65 } 66 }
    
    
     1  //--------------更直观的分割线----------------------
     2         int currentFame = (int)(Time.time * fbs); //算出当前帧
          if (assing != 0) currentFame = assing;//当指定assing值时,即只播放指定帧的动画
    3 Vector2 size = new Vector2(); //算出当前帧,图片的坐标 4 size.x = 1.0f / colNumber; 5 size.y = 1.0f / rowNumber; 6 7 //算出当前帧,图片分别在x。y轴上的坐标 8 float xFrame = currentFame % colNumber; 9 float yFrmae = currentFame / colNumber; 10 11 Vector2 offset = new Vector2(); //算出当前帧,图片的偏移量 12 offset.x = xFrame * size.x; 13 offset.y = 1.0f - size.y - (yFrmae * size.y); 14 15 //赋值 16 transform.renderer.material.mainTextureScale = size; 17 transform.renderer.material.mainTextureOffset = offset;
    
    
    
     1 /*参考自网络*/
     2     public int rowCount = 4; //图片的中帧图片的行数
     3     public int colCount = 4; //图片的中帧图片的列数
     4     public int rowStart = 0; //开始播放的行下标
     5     public int colStart = 0; //开始播放的列下标
     6     public int totalCells = 4; //帧图片的总数
     7     public int fps = 10;  //播放速度
     8     //Update
     9     void Update()
    10     {
    11         SetSpriteAnimation(colCount, rowCount, rowStart, colStart, totalCells, fps);
    12     }
    13 
    14     //SetSpriteAnimation
    15     void SetSpriteAnimation(int colCount, int rowCount, int rowStart, int colStart, int totalCells, int fps)
    16     {
    17         //因为Time.time的为游戏运行的时间,所以index=1,2,3,4...
    18         int index = (int)(Time.time * fps);
    19         index = index % totalCells;
    20         float sizeX = 1.0f / colCount;
    21         float sizeY = 1.0f / rowCount;
    22         Vector2 size = new Vector2(sizeX, sizeY);
    23         var uIndex = index % colCount;
    24         var vIndex = index / colCount;
    25         float offsetX = (uIndex + colStart) * size.x;
    26         //V轴位于图片的下方,因此V要翻转下
    27         float offsetY = (1.0f - size.y) - (vIndex + rowStart) * size.y; 
    28         Vector2 offset = new Vector2(offsetX, offsetY);
    29         renderer.material.SetTextureOffset("_MainTex", offset);
    30         renderer.material.SetTextureScale("_MainTex", size);
    31     }


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  • 原文地址:https://www.cnblogs.com/nsky/p/4151282.html
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