Hi everyone,
I developed a tool called SpriteWorkshop for 2D animation in Unity, and I’m concerned that some of the terminology might be confusing. So I would like to get some opinions and suggestions to see what all of you think.
I have a class called SpriteComponent(MonoBehaviour) which you can attach to a game object. The class is used to play, what I refer to as, a SpriteAnimaiton. So for example, the code would look like this:
SpriteComponent sprite = this.gameObject.GetComponent<SpriteComponent>();
// Play animation
sprite.Play("animation name");
// Or play from a specified time
sprite.GoToAndPlay("name", time);
And then there is a class called SpriteAnimation. The animation system is non-traditional in the sense that when I refer to a sprite, I’m not necessarily talking about a plane or a quad that shows a texture. And I think that is causing some confusion. The tool uses layers, like in Photoshop, and each layer can display an image that can be animated, rotated, scaled, etc. Basically, a SpriteComponent stores and plays animations, and each animation can have multiple layers, and each layer can be animated differently.
Does this make sense or should I use something else? Does anyone have any other suggestions?
Thanks!
