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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