Wayback Machinekoobas.hobune.stream
May JUN Jul
Previous capture 13 Next capture
2021 2022 2023
1 capture
13 Jun 22 - 13 Jun 22
sparklines
Close Help
  • Products
  • Solutions
  • Made with Unity
  • Learning
  • Support & Services
  • Community
  • Asset Store
  • Get Unity

UNITY ACCOUNT

You need a Unity Account to shop in the Online and Asset Stores, participate in the Unity Community and manage your license portfolio. Login Create account
  • Blog
  • Forums
  • Answers
  • Evangelists
  • User Groups
  • Beta Program
  • Advisory Panel

Navigation

  • Home
  • Products
  • Solutions
  • Made with Unity
  • Learning
  • Support & Services
  • Community
    • Blog
    • Forums
    • Answers
    • Evangelists
    • User Groups
    • Beta Program
    • Advisory Panel

Unity account

You need a Unity Account to shop in the Online and Asset Stores, participate in the Unity Community and manage your license portfolio. Login Create account

Language

  • Chinese
  • Spanish
  • Japanese
  • Korean
  • Portuguese
  • Ask a question
  • Spaces
    • Default
    • Help Room
    • META
    • Moderators
    • Topics
    • Questions
    • Users
    • Badges
  • Home /
avatar image
0
Question by Clopay · Aug 18, 2012 at 06:09 PM · 2djavascriptspritessprite animation

Sprite Animation - Oneshot

Hey all,

Thought I'd hit you with another question about sprite animation. I've got some sprite sheets for my character in a 2.5D game for which I've animated with success up to this point (using Javascript). I've got an idle, run & a jump animation for both facing left & right. They are all continuous loop animations, which becomes problematic for the jump animation. I'd like the jump to be a oneshot - meaning it plays through once and doesn't loop. Once I figure that out, I'd like to get it to stop on the last frame until told to do otherwise (player touches the ground & sprite sheet changes, etc.). So here's what I've got for the loop animation:

 function aniSprite (columnSize, rowSize, startFrame, endFrame, framesPerSecond)
 {
     var index : int = Time.time * framesPerSecond;            //Calculate the index based on FPS
     //index = index % (endFrame - startFrame) + startFrame;    //Repeats the animation, based on the total amount of frames and where the starting frame is
     index = index % (endFrame - startFrame) + startFrame;
     
     var size = Vector2 (1.0 / columnSize, 1.0 / rowSize);    //Establishes X/Y coordinate values for texture scale
     
     var u : int = index % columnSize;                        //Divide into horizontal index
     var v : int = index / columnSize;                        //Divide into vertical index
     var offset = Vector2 (u * size.x, (1.0 - size.y) - (v * size.y));    //Establish texture offset value
     
     renderer.material.mainTextureOffset = offset;            //Applies offset value to texture
     renderer.material.mainTextureScale     = size;                //Applies scale value to texture
 }

So like I said, I'd like to try and modify this so instead of looping, it's just a oneshot & stays on the last frame (which would be endFrame). If anyone would be able to point me in the right direction, that'd be much appreciated!

Thanks, -Clopay

Comment
Add comment
10 |3000 characters needed characters left characters exceeded
▼
  • Viewable by all users
  • Viewable by moderators
  • Viewable by moderators and the original poster
  • Advanced visibility
Viewable by all users

0 Replies

· Add your reply
  • Sort: 

Your answer

Hint: You can notify a user about this post by typing @username

Up to 2 attachments (including images) can be used with a maximum of 524.3 kB each and 1.0 MB total.

Follow this Question

Answers Answers and Comments

8 People are following this question.

avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image

Related Questions

Can someone help me fix my Javascript for Flickering Light? 6 Answers

Setting Scroll View Width GUILayout 1 Answer

Main menu help (javascript) 1 Answer

Uni2D Play() - Misunderstanding 3 Answers

How to make a function stop when all the Gameobjects from the array are in the Game? 1 Answer


Enterprise
Social Q&A

Social
Subscribe on YouTube social-youtube Follow on LinkedIn social-linkedin Follow on Twitter social-twitter Follow on Facebook social-facebook Follow on Instagram social-instagram

Footer

  • Purchase
    • Products
    • Subscription
    • Asset Store
    • Unity Gear
    • Resellers
  • Education
    • Students
    • Educators
    • Certification
    • Learn
    • Center of Excellence
  • Download
    • Unity
    • Beta Program
  • Unity Labs
    • Labs
    • Publications
  • Resources
    • Learn platform
    • Community
    • Documentation
    • Unity QA
    • FAQ
    • Services Status
    • Connect
  • About Unity
    • About Us
    • Blog
    • Events
    • Careers
    • Contact
    • Press
    • Partners
    • Affiliates
    • Security
Copyright © 2020 Unity Technologies
  • Legal
  • Privacy Policy
  • Cookies
  • Do Not Sell My Personal Information
  • Cookies Settings
"Unity", Unity logos, and other Unity trademarks are trademarks or registered trademarks of Unity Technologies or its affiliates in the U.S. and elsewhere (more info here). Other names or brands are trademarks of their respective owners.
  • Anonymous
  • Sign in
  • Create
  • Ask a question
  • Spaces
  • Default
  • Help Room
  • META
  • Moderators
  • Explore
  • Topics
  • Questions
  • Users
  • Badges