Table of Contents

Class ComboAnimator

The performer responsible for playing combo animations.

Namespace : SpriteAnimations

Fields

_comboAnimation

The current SpriteAnimationCombo associated to the ComboAnimator

protected SpriteAnimationCombo _comboAnimation

Field Value

SpriteAnimationCombo

_currentCycleIndex

The currently being played cycle's index

protected int _currentCycleIndex

Field Value

int

_currentCycleWaitOverride

The amount of time to wait for the next cycle. If higher than 0, it will be used instead of the WaitingTime

protected float _currentCycleWaitOverride

Field Value

float

_currentWaitCounter

The current counter for undertanding whe the animation should be interrupted

protected float _currentWaitCounter

Field Value

float

_onCycleEndedAction

The action to be invoked when the current cycle ends

protected UnityAction<int> _onCycleEndedAction

Field Value

UnityAction<int>

_onInterruptedAction

The action to be invoked when the animation is interrupted

protected UnityAction _onInterruptedAction

Field Value

UnityAction

_waiting

Is the combo animator currently waiting for the Next() method to be called?

protected bool _waiting

Field Value

bool

Methods

EndAnimation()

Use this to stop playing the animation. Cannot use StopAnimation() because of events being cleared.

protected void EndAnimation()

EndCycle()

Ends the current cycle of the animation.

protected void EndCycle()

EvaluateNewFrame(float)

Evaluates a new frame based on the given deltaTime.

protected void EvaluateNewFrame(float deltaTime)

Parameters

deltaTime float

The time elapsed since the last frame.

EvaluateWait(float)

Evaluates the wait time for the animation.

protected void EvaluateWait(float deltaTime)

Parameters

deltaTime float

The time since the last frame.

FromStart()

Resets the current animation cycle and starts playing the single cycle animation from the start.

public ComboAnimator FromStart()

Returns

ComboAnimator

The updated SingleCycleAnimator instance.

Next()

Plays the next cycle.

public ComboAnimator Next()

Returns

ComboAnimator

The updated ComboAnimator.

OverrideInputWait(float)

Overrides the input wait time for the combo animator.

public ComboAnimator OverrideInputWait(float maxInputWait)

Parameters

maxInputWait float

The maximum input wait time.

Returns

ComboAnimator

The updated ComboAnimator.

SetOnCycleEnded(UnityAction<int>)

Sets the action to be executed when a cycle ends.

public ComboAnimator SetOnCycleEnded(UnityAction<int> onCycleEnded)

Parameters

onCycleEnded UnityAction<int>

The action to be executed.

Returns

ComboAnimator

The updated ComboAnimator.

SetOnInterrupted(UnityAction)

Sets the action to be executed when the animation is interrupted.

public ComboAnimator SetOnInterrupted(UnityAction onInterrupted)

Parameters

onInterrupted UnityAction

The action to be executed.

Returns

ComboAnimator

The updated ComboAnimator.

StartAnimation(SpriteAnimation)

Must be called to start playing an animation

public override void StartAnimation(SpriteAnimation animation)

Parameters

animation SpriteAnimation

StopAnimation()

Must be called every time the animation should be stopped.

public override void StopAnimation()

Tick(float)

Evaluates what frame should be displayed based on the current cycle. This also handles the animation cycles.

public override void Tick(float deltaTime)

Parameters

deltaTime float