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mirror of https://github.com/Memorix101/UnityXNA/ synced 2024-12-30 15:25:35 +01:00
Barnaby Smith 6fe889760d First commit. Proof of concept implementation.
The XNA 4.0 PlatformerGame sample is successfully running inside Unity3D
3.5.
Implemented a basic game loop, game timing, content loading for
Texture2D, SoundEffect and Song. Emulated SpriteBatch drawing for
sprites and strings (note SpriteFont is not yet supported to all strings
are rendered using the default GUI label font). Songs can be played
using an AudioSource attached to the XNATest game object which acts as
an emulator for MediaPlayer. Playing a SoundEffect creates a game object
with an AudioSource attached which is automatically deleted when the
sound finishes. Implemented keyboard input with a limited set of XNA
Keys mapping to Unity3D KeyCodes.
2012-07-07 20:57:54 +01:00

89 lines
2.3 KiB
C#

#region File Description
//-----------------------------------------------------------------------------
// Animation.cs
//
// Microsoft XNA Community Game Platform
// Copyright (C) Microsoft Corporation. All rights reserved.
//-----------------------------------------------------------------------------
#endregion
using System;
using Microsoft.Xna.Framework.Graphics;
namespace Platformer
{
/// <summary>
/// Represents an animated texture.
/// </summary>
/// <remarks>
/// Currently, this class assumes that each frame of animation is
/// as wide as each animation is tall. The number of frames in the
/// animation are inferred from this.
/// </remarks>
class Animation
{
/// <summary>
/// All frames in the animation arranged horizontally.
/// </summary>
public Texture2D Texture
{
get { return texture; }
}
Texture2D texture;
/// <summary>
/// Duration of time to show each frame.
/// </summary>
public float FrameTime
{
get { return frameTime; }
}
float frameTime;
/// <summary>
/// When the end of the animation is reached, should it
/// continue playing from the beginning?
/// </summary>
public bool IsLooping
{
get { return isLooping; }
}
bool isLooping;
/// <summary>
/// Gets the number of frames in the animation.
/// </summary>
public int FrameCount
{
get { return Texture.Width / FrameWidth; }
}
/// <summary>
/// Gets the width of a frame in the animation.
/// </summary>
public int FrameWidth
{
// Assume square frames.
get { return Texture.Height; }
}
/// <summary>
/// Gets the height of a frame in the animation.
/// </summary>
public int FrameHeight
{
get { return Texture.Height; }
}
/// <summary>
/// Constructors a new animation.
/// </summary>
public Animation(Texture2D texture, float frameTime, bool isLooping)
{
this.texture = texture;
this.frameTime = frameTime;
this.isLooping = isLooping;
}
}
}