void Update()
{
if( currentAnimation != null )
{
if( currentAnimation.tick( Time.deltaTime ) )
{
// animation done. handle the completion rule
switch( currentAnimation.animationState.completeRule )
{
case SKSpriteAnimationState.CompleteRule.DestorySprite:
Destroy( gameObject );
break;
case SKSpriteAnimationState.CompleteRule.HideSprite:
renderer.enabled = false;
break;
case SKSpriteAnimationState.CompleteRule.RevertToOriginalSprite:
setUVs( spriteSheet.textureInfoForImage( sourceImageName ).uvRect );
break;
}
currentAnimation = null;
}
}
}