Fast spritesheet renderer, caches display lists to statically allocated sprites. Note this allocates a single mesh then the points are moved into place, unused points are set to zero. Constraints: All sprites must have the same textureVery similary display list per frames for best results
Creates empty sprite sheet.
Add a new animation from a given frame range.
Add a new animation from a the current stage state.
Add new anim and generate unique id (internal)
Play anim by anim id.
Play anim by anim once by name.
Play anim by name.
Stop anim playing.
Play current anim.
Set current anim frame.
Apply frame mesh color multiplier, only valid until frame change, does not persist.
Generate the mesh for the current frame.
Updates one frame of the active animation and advances the frame.
Force frame render, will apply current frame to mesh object.
Debug dump anims to string.
Stopped state ID (internal).
Playing state ID (internal).
Generated output mesh
Apply material to mesh renderer ( optional )
Apply shared material to mesh renderer ( meshRenderer )
Max number/total number of vericies generated ( internal )
Max number/total number of triangle indicies generated ( internal )
AnimFrame Frames list (internal)
AnimInfo anim list (internal)
Anim name to ID map
Last material used by the mesh generator (internal)
Set animation to loop.
Anim vertex offset.
[dev] Current frame ( one based )
[dev] Zero based frame index.
Returns active animation.