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Question by somanas · Sep 17, 2012 at 08:43 AM · spritespritemanager

Sprite Manager

i have asprite sheet in which i need to move frames 1-11 only once while 12-17 in a loop till a user clicks on a button on the sprite..

i wrote a script which plays the sprite once and it is working fine but dont know how to implement the looping property. any help would be appriciated.

thanks in advance.

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avatar image Fattie · Sep 17, 2012 at 08:48 AM 0
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possibly you are looking for InvokeRepeating(), check the docs

FYI 2DToolkit (asset store) in very popular for this sort of thing. it makes it all totally automatic, you just click 'loop' etc.

avatar image somanas · Sep 18, 2012 at 05:35 AM 0
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any way to do it through scripting...??

avatar image Fattie · Sep 18, 2012 at 05:38 AM 0
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possibly you are looking for InvokeRepeating(), check the docs

avatar image Kirbyrawr · Sep 18, 2012 at 06:39 PM 0
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Pixelrage is free

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Answer by AlucardJay · Sep 18, 2012 at 07:32 PM

I would set up a state engine and a counter :

 enum spriteState { Idle, FirstFrames, LoopFrames }
 
 var spritePlayState : spriteState;
 
 function Start()
 {
     // Set the state like this : 
     
     spritePlayState = spriteState.FirstFrames;
 }
 
 function Update()
 {
     switch( spritePlayState )
     {
         case spriteState.Idle :
             Idle();
         break;
         
         case spriteState.FirstFrames :
             FirstFrames();
         break;
         
         case spriteState.LoopFrames :
             LoopFrames();
         break;
     }
 }
 
 function Idle()
 {
     // do nothing, or just play first frame
 }
 
 function FirstFrames()
 {
     // Use your play script here to cycle between frames 1 and 11
     
     // from here you can also change states
     
     if (Input.GetKeyDown(Keycode.Space))
     {
         spritePlayState = spriteState.LoopFrames;
     }
     
     // or instead change state when frame reached 11 =]
 }
 
 function LoopFrames()
 {
     // Use your play script here to cycle between frames 12 and 17
     
     // then with another condition return to Idle state
     
     // spritePlayState = spriteState.Idle;
 }



This is probably too complex for what you are after, but anyway, here's a state engine =]

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avatar image somanas · Sep 19, 2012 at 07:27 AM 0
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Thanks @$$anonymous$$ $$anonymous$$ay....!! i wrote the script myself and now its working fine...! Had to make some changes in the script..!

Thanks for your help anyways...!!

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