local Q=""local R=3 local Y=4 local n=R*Y local x=229 local D=341 local s=12 assert((numImages*R)*Y>=s)local V=1 assert(V>0)local W=0 local N=0 local Z=s/V local d=0 local function o(Q)d=math.fmod(d+Q,V)N=math.floor(d*Z)local R=W W=math.floor(N/n)if R~=W then imageInstance.Image=imageAssetIDs[W+1]end local s=N-W*n local o=math.floor(s/Y)local H=s-o*Y imageInstance.ImageRectOffset=Vector2.new(H*x,o*D)end Animator.Connection=nil Animator.Init=function()Animator.Connection=(game:GetService("\082\117\110\083\101\114\118\105\099\101")).RenderStepped:Connect(o)end Animator.Stop=function()if Animator.Connection then imageInstance.Image=Q Animator.Connection:Disconnect()end end return Animator

local initialTexture = ""

local RowCount = 3 -- rows in one sprite
local ColCount = 4 -- columns in one sprite
local perImageSpriteCount = RowCount * ColCount
local width = 229 -- image rect size
local height = 341

local framesInTotal = 12
assert(numImages * RowCount * ColCount >= framesInTotal)

local animPeriod = 1 -- period for the whole animation, in seconds
assert(animPeriod > 0)

local curImageIdx = 0
local curSpriteIdx = 0

local fps = framesInTotal / animPeriod
local accumulatedTime = 0

local function AnimateImageSpriteSheet(dt)
	accumulatedTime = math.fmod(accumulatedTime + dt, animPeriod)
	curSpriteIdx = math.floor(accumulatedTime * fps)

	local prevImageIndex = curImageIdx
	curImageIdx = math.floor(curSpriteIdx / perImageSpriteCount)
	if prevImageIndex ~= curImageIdx then
		imageInstance.Image = imageAssetIDs[curImageIdx + 1]
	end

	local localSpriteIndex = curSpriteIdx - curImageIdx * perImageSpriteCount
	local row = math.floor(localSpriteIndex / ColCount)
	local col = localSpriteIndex - row * ColCount
	imageInstance.ImageRectOffset = Vector2.new(col * width, row * height)
end

Animator.Connection = nil

Animator.Init = function()
	Animator.Connection = game:GetService("RunService").RenderStepped:Connect(AnimateImageSpriteSheet)
end

Animator.Stop = function()
	if Animator.Connection then
		imageInstance.Image = initialTexture
		Animator.Connection:Disconnect()
	end
end


return Animator
