1. ƯÁ¤ Æú´õ·Î ÅؽºÃĸ¦ º¹»çÇÑ´Ù. charactersprites.zip
2. Sprite CollectionÀ¸·Î SpriteµéÀ» µå·¡±× ÇÑ´Ù. Anchor ±âÁØÁ¡À» Lower Left Àâ°í Apply ¹öÆ°À» ´©¸¥´Ù. Commit ´·¯¾ß ÃÖÁ¾ÀûÀ¸·Î Àû¿ë µÈ´Ù.
3. Project / tk2d / Sprite Animation »ý¼ºÇؼ Open Editor Ŭ¸¯ (Sprite Animation À̸§Àº Character AnimationÀ¸·Î À̸§ º¯°æ)
4. SpriteAnimation â¿¡¼ ClipÀ» Ŭ¸¯ÇÏ¿© »õ·Î¿î Ŭ¸³À» »ý¼ºÇÑ´Ù.
5. idle ¾Ö´Ï¸ÞÀÌ¼Ç Å¬¸³À» ¸¸µç´Ù.
Name : idle·Î ÇÑ´Ù. Wrap Mode : ¾ÆÀ̵é Sprite´Â 1ÀåÀ̹ǷΠSingle·Î ¼³Á¤ Collection : ¿øÇÏ´Â Sprite CollectionÀ» ¼±ÅÃÇÑ´Ù. Sprite : ¿øÇÏ´Â ½ºÇÁ¶óÀÌÆ®¸¦ ¼±ÅÃÇÑ´Ù.
6. walk ¾Ö´Ï¸ÞÀÌ¼Ç Å¬¸³À» ¸¸µç´Ù.
Name : walk·Î ÇÑ´Ù. Warp Mode : ¹Ýº¹À̱⠶§¹®¿¡ Loop·Î ¼³Á¤ Sprite : walk1·Î ¼±Åà ÈÄ "Autofill 1..9" ¹öÆ°À» Ŭ¸¯ÇÏ¿© ÀÚµ¿À¸·Î ÇÁ·¹ÀÓÀ» ä¿î´Ù.
7. Hit ¾Ö´Ï¸ÞÀ̼ÇÀ» ¸¸µç´Ù.
Name : hit·Î ÇÑ´Ù. Warp Mode : Çѹø¸¸ Ç÷¹ÀÌ ÇϹǷΠOnce ¼³Á¤ Sprite : hit1·Î ¼±Åà ÈÄ "Autofill 1..9" ¹öÆ°À» Ŭ¸¯ÇÏ¿© ÀÚµ¿À¸·Î ÇÁ·¹ÀÓÀ» ä¿î´Ù.
8. ¾Ö´Ï¸ÞÀÌ¼Ç ½ºÇÁ¶óÀÌÆ® ¹èÄ¡
Hierarchy > tk2d > sprite with Animator ½ÇÇàÇÏ¿© AnimatedSprite ºä ½ÇÇà
9. AnimatedSprite ºä ¼öÁ¤
Anim Lib, Clip, Play automatically ¼Ó¼º ¼³Á¤
10. ½ºÅ©¸³Æ®
tk2dSpriteAnimator ÄÄÆ÷³ÍÆ®·Î ½ºÇÁ¶óÀÌÆ® ¾Ö´Ï¸ÞÀ̼ÇÀ» Á¦¾îÇÑ´Ù.
tk2dSpriteAnimator.Play : ¾Ö´Ï¸ÞÀÌ¼Ç ¼³Á¤
tk2dSpriteAnimator.AnimationCompleted : ¾Ö´Ï¸ÞÀ̼ÇÀÌ ¿Ï·áµÇ¾úÀ» ¶§ È£ÃâµÇ´Â ÇÔ¼ö ÁöÁ¤
public class TutorialAnimController : MonoBehaviour
{
tk2dSpriteAnimator anim;
// Use this for initialization
void Start ()
{
anim = GetComponent<tk2dSpriteAnimator>();
}
bool walking = false;
void HitCompleteDelegate(tk2dSpriteAnimator sprite, tk2dSpriteAnimationClip clip)
{
if (walking)
{
anim.Play("walk");
}
else
{
anim.Play("idle");
}
}
// Update is called once per frame
void Update ()
{
if (Input.GetKeyDown(KeyCode.A))
{
anim.Play("hit");
anim.AnimationCompleted = HitCompleteDelegate;
}
if (Input.GetKeyDown(KeyCode.D))
{
anim.Play("walk");
anim.AnimationCompleted = null;
walking = true;
}
if (Input.GetKeyDown(KeyCode.W))
{
anim.Play("idle");
anim.AnimationCompleted = null;
walking = false;
}
}
}
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A, D, W Å°¸¦ ´©¸£¸é ¾Ö´Ï¸ÞÀ̼ÇÀÌ ¹Ù²ï´Ù.
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