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.) |