A simple animator 2D sprite-based artwork for Unity3D.
- Open the Unity Package Manager.
- Click the + icon and select "Add package from git URL..."
- Paste in
https://github.com/xThuby/SimpleAnimator2D.git
and click add.
The package is now installed.
If you have any problems feel free to open an issue.
Add the Animator2D component to a game object, just like the normal Unity animator.
Create an AnimationClip2D asset, and drag that asset into the Animator2D component's startingAnimation
field.
Method | Explanation |
---|---|
Play(AnimationClip2D clip, bool cancelSelf = false) |
Plays the given animation clip. If the currently playing animation clip has a transition to this one then it will play that transition first. If the currently playing animation clip is already set to clip it will be ignored, unless cancelSelf is true. cancelSelf is false by default. |
Hotswap(AnimationClip2D clip) |
Instantly swap out the animation playing without restarting the animation. Useful for changing between two different version of the same animation (I.E Aerial attack and grounded attack). clip must have the same cell count and framerate as the already playing clip. |
QueueAnimation(AnimationClip2D clip) |
Enqueues an animation. The animator will play this animation when the current animation finishes, even if the current animation is set to loop. When dequeued, the clip is played with cancelSelf as true. |
ClearQueue() |
Clears current animation queue. |
AddEvent(AnimationClip2D clip, int frame, Action<string> callback, string eventTag = "") |
Adds an animation event associated with the given clip . callback will be called, providing the tag as a string, when the animation reaches the given frame. Returns the AnimationEvent instance. |
AddEvent(AnimationEvent animationEvent) |
Same as above but you can pass in an instance of an AnimationEvent instead of the parameters. |
RemoveEvent(AnimationEvent animationEvent) |
Queues the given animationEvent for removal at the start of the next animation frame before events are called. |
Field | Explanation |
---|---|
cells |
The animation cells. Each cell is a frame of animation. |
frameRate |
Framerate of the animation. |
animationStyle |
How the animation will play. Can be one of Normal , PingPong , or Random . |
looping |
If the animation should loop. |
transition |
A list of animation clips that this animation clip can transition into. Each transition defines a target clip, the frameRate at which the transition should play at, and which cells (sprites) act as the transition between the this clip and the target clip. |
Length |
Not visible in the editor. Gets the length in seconds of the animation clip. |
Methods | Explanation |
---|---|
ContainsTransition(AnimationClip2D clip) |
Checks if this clip has a transition to the given clip. |
range
animation style.- Custom editor window for editing animation with preview.
- Aseprite file support.
- Example code snippets.
- Callback on animation finished.