I’ve got a bunch of sprite assets (ZOMBIES!), which are animated sprites - each has several “actions” (walk, attack, die, etc.). I want to create a sprite library for each zombie with a category for each action and a label for each frame. I then want to create animation clips automatically for each action, with keyframes setting the category/label for each action frame. Each additional zombie color/variant would be in a “child” sprite library (so, same category/label set) and reference the master “parent” sprite library
My source frames look like this: {agent}{action}{frame}, for example, “zombie_blue_attack_000”, or “zombie_red_walk_004” and I use a regex to match the components, load the correct sprites, etc.
I’ve been able to create a sprite library “.asset” file, but I end up with the dialog to “upgrade to a .spriteLib”
Ideally, I’d have some kind of control ScriptableObject/asset, which would let me specify the regex to match, which actions to process, etc., and then it would generate the appropriate .spriteLib assets, animation clips, prefabs, etc.
Any hints or examples of doing this kind of thing would be great!
(The reason that I want to do it this way is that I can just change the spritelib component on the zombie game object to a different spritelib asset, and the spriteresolver will take care of everything else; I realize that it’s not the most performant way to get a sprite to animate, but … when you have a hammer all your problems look like nails – if there’s a better way, I’m all ears – but, as an indicator of scale, I have 10 different zombies, with 5 different animations each, each animation having between 5 and 10 frames. And that’s just the zombies … )
– pryankster