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Question by Shadowblitz16 · Feb 03, 2019 at 10:58 PM · animationanimatoranimationclipcustom

how do I create a custom sprite class

hello I am trying to create a custom sprite class for my 2d project

I was wondering how do I draw a animationclip without a spriterenderer or animator components attached to my game object.

I have tried creating animators, animations and animationclips inside the script privately to handle the drawing, but it seems that the animations or animationclips are always null, or i just don't know what functions to use.

this is my current script but it complains about a null reference exception, which i am guessing because I can't create new animations in script or something.

 using UnityEngine;
 using System.Collections.Generic;
 
 using Texture = UnityEngine.Sprite;
 
 namespace Sigma
 {
     [System.Serializable]
     [ExecuteInEditMode]
     public class Sprite : MonoBehaviour
     {
         [SerializeField]
         private Animation     _animation      = new Animation();
 
         [SerializeField]
         private AnimationClip _animationClip;
 
         [SerializeField]
         private float         _frameTime      = 0;
 
         [SerializeField]
         private float         _frameSpeed     = 0;
 
         [SerializeField]
         private WrapMode      _wrapMode       = WrapMode.Default;
 
         public  AnimationClip animationClip
         {
             get
             {
                 return _animationClip;
             }
             set
             {
 
                 _animationClip = value;
                 if (_animation.GetClip("default") != null)
                     _animation.RemoveClip("default");
 
                 _animation.AddClip(value, "default");
                 _animation.Play("default");
             }
         }
         public  float         frameTime    
         {
             get
             {
                 return _frameTime;
             }
             set
             {
                 _frameTime = value;
                 _animation["default"].time = value;
             }
         }
         public  float         frameSpeed   
         {
             get
             {
                 return _frameSpeed;
             }
             set
             {
                 _frameSpeed = value;
                 _animation["default"].speed = value;
             }
         }
         public  WrapMode      wrapMode     
         {
             get
             {
                 return _wrapMode;
             }
             set
             {
                 _wrapMode = value;
                 _animation["default"].wrapMode = value;
             }
         }
 
 
         public bool IsPlaying()
         {
             return _animation.IsPlaying("default");
             
         }
 
         void OnValidate()
         {
             _animation    = new Animation();
             animationClip = _animationClip;
             frameTime     = _frameTime;
             frameSpeed    = _frameSpeed;
             wrapMode      = _wrapMode;
         }
         void Start()
         {
             _animation.playAutomatically = true;
         }
     }
 }
 

I honestly don't know the difference between a animator, animation and animationclip. my guess would be that animation is just another way to do the animator.

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