Refactor animation classes.
Specify pause function in constructors of Animation if required, and remove the unused pause function from AnimationWithOffset. Cleanup Animation.cs and reduce code duplication.
This commit is contained in:
@@ -17,36 +17,35 @@ namespace OpenRA.Graphics
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{
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public class Animation
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{
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readonly int defaultTick = 40; // 25 fps == 40 ms
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public ISpriteSequence CurrentSequence { get; private set; }
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public bool IsDecoration = false;
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public Func<bool> Paused;
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readonly Func<int> facingFunc;
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int frame = 0;
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bool backwards = false;
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string name;
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bool tickAlways;
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public string Name { get { return name; } }
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public string Name { get; private set; }
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public bool IsDecoration { get; set; }
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readonly SequenceProvider sequenceProvider;
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readonly Func<int> facingFunc;
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readonly Func<bool> paused;
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int frame;
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bool backwards;
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bool tickAlways;
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int timeUntilNextFrame;
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Action tickFunc = () => { };
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public Animation(World world, string name)
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: this(world, name, () => 0) { }
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public Animation(World world, string name, Func<int> facingFunc)
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: this(world.Map.SequenceProvider, name, facingFunc) { }
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: this(world, name, facingFunc, null) { }
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public Animation(SequenceProvider sequenceProvider, string name, Func<int> facingFunc)
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public Animation(World world, string name, Func<bool> paused)
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: this(world, name, () => 0, paused) { }
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public Animation(World world, string name, Func<int> facingFunc, Func<bool> paused)
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{
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this.sequenceProvider = sequenceProvider;
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this.name = name.ToLowerInvariant();
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this.tickFunc = () => { };
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sequenceProvider = world.Map.SequenceProvider;
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Name = name.ToLowerInvariant();
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this.facingFunc = facingFunc;
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this.paused = paused;
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}
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public int CurrentFrame { get { return backwards ? CurrentSequence.Start + CurrentSequence.Length - frame - 1 : frame; } }
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@@ -76,12 +75,23 @@ namespace OpenRA.Graphics
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PlayThen(sequenceName, null);
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}
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int CurrentSequenceTickOrDefault()
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{
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const int DefaultTick = 40; // 25 fps == 40 ms
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return CurrentSequence != null ? CurrentSequence.Tick : DefaultTick;
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}
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void PlaySequence(string sequenceName)
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{
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CurrentSequence = GetSequence(sequenceName);
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timeUntilNextFrame = CurrentSequenceTickOrDefault();
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}
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public void PlayRepeating(string sequenceName)
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{
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backwards = false;
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tickAlways = false;
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CurrentSequence = sequenceProvider.GetSequence(name, sequenceName);
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timeUntilNextFrame = CurrentSequence != null ? CurrentSequence.Tick : defaultTick;
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PlaySequence(sequenceName);
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frame = 0;
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tickFunc = () =>
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@@ -97,9 +107,8 @@ namespace OpenRA.Graphics
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if (!HasSequence(sequenceName))
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return false;
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CurrentSequence = sequenceProvider.GetSequence(name, sequenceName);
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var tick = CurrentSequence != null ? CurrentSequence.Tick : defaultTick;
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timeUntilNextFrame = Math.Min(tick, timeUntilNextFrame);
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CurrentSequence = GetSequence(sequenceName);
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timeUntilNextFrame = Math.Min(CurrentSequenceTickOrDefault(), timeUntilNextFrame);
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frame %= CurrentSequence.Length;
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return true;
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}
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@@ -108,8 +117,7 @@ namespace OpenRA.Graphics
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{
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backwards = false;
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tickAlways = false;
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CurrentSequence = sequenceProvider.GetSequence(name, sequenceName);
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timeUntilNextFrame = CurrentSequence != null ? CurrentSequence.Tick : defaultTick;
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PlaySequence(sequenceName);
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frame = 0;
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tickFunc = () =>
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@@ -134,8 +142,7 @@ namespace OpenRA.Graphics
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{
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backwards = false;
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tickAlways = true;
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CurrentSequence = sequenceProvider.GetSequence(name, sequenceName);
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timeUntilNextFrame = CurrentSequence != null ? CurrentSequence.Tick : defaultTick;
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PlaySequence(sequenceName);
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frame = func();
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tickFunc = () => frame = func();
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@@ -144,8 +151,7 @@ namespace OpenRA.Graphics
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public void PlayFetchDirection(string sequenceName, Func<int> direction)
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{
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tickAlways = false;
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CurrentSequence = sequenceProvider.GetSequence(name, sequenceName);
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timeUntilNextFrame = CurrentSequence != null ? CurrentSequence.Tick : defaultTick;
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PlaySequence(sequenceName);
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frame = 0;
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tickFunc = () =>
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@@ -159,17 +165,12 @@ namespace OpenRA.Graphics
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};
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}
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int timeUntilNextFrame;
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Action tickFunc;
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public void Tick()
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{
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if (Paused == null || !Paused())
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if (paused == null || !paused())
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Tick(40); // tick one frame
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}
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public bool HasSequence(string seq) { return sequenceProvider.HasSequence(name, seq); }
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public void Tick(int t)
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{
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if (tickAlways)
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@@ -180,7 +181,7 @@ namespace OpenRA.Graphics
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while (timeUntilNextFrame <= 0)
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{
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tickFunc();
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timeUntilNextFrame += CurrentSequence != null ? CurrentSequence.Tick : defaultTick;
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timeUntilNextFrame += CurrentSequenceTickOrDefault();
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}
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}
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}
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@@ -189,17 +190,19 @@ namespace OpenRA.Graphics
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{
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newImage = newImage.ToLowerInvariant();
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if (name != newImage)
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if (Name != newImage)
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{
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name = newImage.ToLowerInvariant();
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Name = newImage;
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if (!ReplaceAnim(CurrentSequence.Name))
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ReplaceAnim(newAnimIfMissing);
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}
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}
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public bool HasSequence(string seq) { return sequenceProvider.HasSequence(Name, seq); }
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public ISpriteSequence GetSequence(string sequenceName)
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{
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return sequenceProvider.GetSequence(name, sequenceName);
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return sequenceProvider.GetSequence(Name, sequenceName);
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}
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public string GetRandomExistingSequence(string[] sequences, MersenneTwister random)
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