[Unity] Loop sequence diagram on UI

1. Ideas

1. Get the playback component

        Generally, we use Raw Image or Image of UI to display pictures

       Image: Only Sprite type images are supported, and the format of the image needs to be changed ( Note: the type of the image in the StreamingAssets folder cannot be changed, and must be placed in the Assets/Resources path here )

      

      Raw Image: supports the original format of the image, generally we convert it into Texture2D for use

2. Load pictures

         Resources provides a Load method that can load images from the Resources folder.

         ! ! ! ! ! Note that it must be under the Resources path, otherwise it will not be found

Resources.Load(path, typeof(Texture2D)) as Texture2D;
Resources.Load(path, typeof(Sprite)) as Sprite;

3. Loop loading

        Record which one is currently there, judge whether it is the last one, if yes, load the first one

2. Example code

using System;
using System.Collections;
using System.Collections.Generic;
using System.IO;
using UnityEditor;
using UnityEngine;
using UnityEngine.UI;

public class FramesController : MonoBehaviour
{
    [System.Serializable]
    public struct NameRules
    {
        [Header("基础名称(基础名字就是序列图名称中绝对相同的)")]
        public string BaseName;

        [Header("有效数字的位数(代表排序的有效数字位数)")]
        public int SignificantDigits;

        [Header("开始数(开始的数)")]
        public int Start;

        [Header("总数(一共多少张图片)")]
        public int Count;

        public NameRules(string _name,int _digits,int _start,int _count)
        {
            BaseName = _name;
            SignificantDigits = _digits;
            Start = _start;
            Count = _count;
        }
    }
    //图片类型
    public enum WidgetType
    {
        Image,
        RawImage
    }
    /// 
    [Header("图片显示控件(RawImage[支持原始图片类型] OR Image[仅支持Sprite图片])")]
    public WidgetType ImgWidget = WidgetType.RawImage;

    //要求文件夹必须在Assets/Resources文件夹里面,ModeName填写后面到文件夹的路径
    [Header("模式名称(和文件夹名称相同,路径必须在Resources里面)")]
    public string ModeName = "请填写文件夹路径";

    [Header("命名规则(序列图的命名规则)")]
    public NameRules Rules;

    [Header("FPS(一秒内显示多少张图片)")]
    public int FramesPerSecond = 24;

    [Header("循环播放(默认开启)")]
    public bool Loop=true;

    [Header("UI可用时自动播放(默认开启)")]
    public bool PlayOnWake=true;




    /// <summary>
    /// 私有变量
    /// </summary>
    /// /// 显示图片的UI控件
    private Image ImageComponent = null;
    private RawImage RawImgComponent = null;

    
    private int currentFrames;//当前播放的图片帧数
    private float showTime = 0.0f;
    private float rateTime = 0.0f;

    private bool Playing;

    // Start is called before the first frame update
    void Start()
    {
        InitWidget();
    }
    // Update is called once per frame
    void Update()
    {
        if (!Playing) return;
        showTime += Time.deltaTime;
        if (showTime >= rateTime)
        {
            showTime = 0;
            currentFrames++;
            if (currentFrames >= Rules.Count)
            {
                if(Loop)
                {
                    currentFrames = Rules.Start;
                }else
                {
                    Playing = false;
                }
            }
            if(ImgWidget == WidgetType.Image)
            {
                ImageComponent.sprite = GetCurrentSprite();
            }
            else
            {
                RawImgComponent.texture = GetCurrentTexture2D();
            }
        }
    }
 
    /// /更换播放的序列图
    public void ChangeMode(string _mode, NameRules _rules, int _fps=24)
    {
        ModeName = _mode;
        Rules=_rules;
        FramesPerSecond = _fps;

        currentFrames = Rules.Start;
        rateTime = 1.0f / FramesPerSecond;
        if (ImgWidget == WidgetType.Image)
        {
            ImageComponent.sprite = GetCurrentSprite();
        }
        else
        {
            RawImgComponent.texture = GetCurrentTexture2D();
        }
    }
    //开始播放
    public void Play(bool needLoop=true)
    {
        Playing = true;
        Loop = needLoop;
    }
    //停止播放
    public void Stop()
    {
        Playing = false;
    }

    private Sprite GetCurrentSprite()
    {
        /这个是重点,显示不出来图片的话,大概率问题在这个函数
        string formatStr = "{0:D" + Rules.SignificantDigits + "}";//保留有效数字,不够前面加0
        string imageName = ModeName + "/" + Rules.BaseName + string.Format(formatStr, currentFrames);
        return LoadSprite(imageName);
    }

    private Texture2D GetCurrentTexture2D()
    {
        /这个是重点,显示不出来图片的话,大概率问题在这个函数
        string formatStr = "{0:D"+ Rules .SignificantDigits+ "}";//保留有效数字,不够前面加0
        string imageName = ModeName+"/"+Rules.BaseName + string.Format(formatStr, currentFrames);
        return LoadTexture2D(imageName);
    }

    private Texture2D LoadTexture2D(string path)
    {
        return Resources.Load(path, typeof(Texture2D)) as Texture2D;
    }

    private Sprite LoadSprite(string path)
    {
        return Resources.Load(path, typeof(Sprite)) as Sprite;
    }
    /// <summary>
    /// 初始化图片显示组件
    /// </summary>
    private void InitWidget()
    {
        if(ImgWidget== WidgetType.Image)
        {
            ImageComponent = transform.gameObject.GetComponent<Image>();
            if(ImageComponent==null)
            {
                EditorBox("此组件上没有找到<Image>!请检查后重试!");
                EditorStop();
            }
        }
        else
        {
            RawImgComponent = transform.gameObject.GetComponent<RawImage>();
            if (RawImgComponent == null)
            {
                EditorBox("此组件上没有找到<RawImage>!请检查后重试!");
                EditorStop();
            }
        }
        Playing = PlayOnWake;
        currentFrames = Rules.Start;
        rateTime = 1.0f / FramesPerSecond;
        if (ImgWidget == WidgetType.Image)
        {
            ImageComponent.sprite = GetCurrentSprite();
        }
        else
        {
            RawImgComponent.texture = GetCurrentTexture2D();
        }
    }

    /// <summary>
    /// Unity编辑器的MessageBox
    /// </summary>
    private void EditorBox(string msg)
    {
#if UNITY_EDITOR
        EditorUtility.DisplayDialog("FramesController", msg, "确认", "取消");
#endif
    }
    /// <summary>
    /// Unity编辑器停止当前正在运行的程序
    /// </summary>
    private void EditorStop()
    {
#if UNITY_EDITOR
        UnityEditor.EditorApplication.isPlaying = false;
#endif
    }
}

 

 

 

 

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Origin blog.csdn.net/qq_36251561/article/details/119426503