UxrAnimatedTextureFlipbook Class
Component that allows to animate a material’s texture that contains multiple animation frames.
Inheritance Hierarchy
System.Object
Object
Component
Behaviour
MonoBehaviour
UltimateXR.Core.Components.UxrComponent
UltimateXR.Animation.Materials.UxrAnimatedTextureFlipbook
Namespace: UltimateXR.Animation.Materials
Assembly: UltimateXR (in UltimateXR.dll) Version: 0.0.0.0
Syntax
C#
public class UxrAnimatedTextureFlipbook : UxrComponent
The UxrAnimatedTextureFlipbook type exposes the following members.
Constructors
Name | Description | |
---|---|---|
UxrAnimatedTextureFlipbook |
Properties
Name | Description | |
---|---|---|
FlipBookColumns | Gets or sets the number of columns in the texture animation sheet. | |
FlipBookRows | Gets or sets the number of rows in the texture animation sheet. | |
FPS | Gets or sets the frames per second to play the animation. | |
LoopMode | Gets or sets the animation loop mode. | |
RandomFrameStart | Gets or sets whether to start the animation in a random frame position. | |
ScaleOffsetVarName | Gets or sets the material’s shader scale/offset variable name, usually _MainTex_ST. | |
TargetRenderer | Gets or sets the target renderer whose material will be animated. | |
TotalFrames | Gets or sets the total number of frames in the texture animation sheet. | |
WhenFinished | Gets or sets the action to perform when the animation finished. The only animation that can finish is when AnimationPlayMode is SingleSequence. |
Methods
Name | Description | |
---|---|---|
Awake | Initializes internal variables (Overrides UxrComponent.Awake().) | |
OnEnable | Called each time the object is enabled. Reset timer and set the curve state to unfinished. (Overrides UxrComponent.OnEnable().) |
Events
Name | Description | |
---|---|---|
Finished | Called when the animation finished. |
Extension Methods
Name | Description | |
---|---|---|
CheckSetEnabled | Enables/disabled the component if it isn’t enabled already. (Defined by MonoBehaviourExt.) | |
GetOrAddComponent<T> | Gets the Component of a given type. If it doesn’t exist, it is added to the GameObject. (Defined by ComponentExt.) | |
GetPathUnderScene | Gets the full path under current scene, including all parents, but scene name, for the given component. (Defined by ComponentExt.) | |
GetSceneUid | Gets an unique identifier string for the given component. (Defined by ComponentExt.) | |
GetUniqueScenePath | Gets an unique path in the scene for the given component. It will include scene name, sibling and component indices to make it unique. (Defined by ComponentExt.) | |
LoopCoroutine | Creates a coroutine that simplifies executing a loop during a certain amount of time. (Defined by MonoBehaviourExt.) | |
SafeGetComponentInParent<T> | Gets the Component of a given type in the GameObject or any of its parents. It also works on prefabs, where regular GetComponentInParent(Type, Boolean) will not work: https://issuetracker.unity3d.com/issues/getcomponentinparent-is-returning-null-when-the-gameobject-is-a-prefab (Defined by ComponentExt.) | |
ShowInInspector(Boolean) | Overloaded. Controls whether to show the current object in the inspector. (Defined by ObjectExt.) | |
ShowInInspector(Boolean, Boolean) | Overloaded. Controls whether to show the current object in the inspector and whether it is editable. (Defined by ObjectExt.) | |
ThrowIfNull | Throws an exception if the object is null. (Defined by ObjectExt.) |