Support multiple sheets in TerrainSpriteLayer.

This commit is contained in:
Paul Chote
2020-12-29 12:03:47 +00:00
committed by reaperrr
parent b0aa32cd1b
commit 142870d78a
7 changed files with 67 additions and 32 deletions

View File

@@ -13,6 +13,7 @@ using System.Collections.Generic;
using System.IO;
using System.Linq;
using OpenRA.Graphics;
using OpenRA.Primitives;
using OpenRA.Traits;
namespace OpenRA.Mods.Common.Traits
@@ -63,14 +64,12 @@ namespace OpenRA.Mods.Common.Traits
if (spriteLayer == null)
{
var first = r.Value.Variants.First().Value.GetSprite(0);
spriteLayer = new TerrainSpriteLayer(w, wr, first.Sheet, first.BlendMode, wr.World.Type != WorldType.Editor);
var emptySprite = new Sprite(first.Sheet, Rectangle.Empty, TextureChannel.Alpha);
spriteLayer = new TerrainSpriteLayer(w, wr, emptySprite, first.BlendMode, wr.World.Type != WorldType.Editor);
}
// All resources must share a sheet and blend mode
var sprites = r.Value.Variants.Values.SelectMany(v => Exts.MakeArray(v.Length, x => v.GetSprite(x)));
if (sprites.Any(s => s.Sheet != spriteLayer.Sheet))
throw new InvalidDataException("Resource sprites span multiple sheets. Try loading their sequences earlier.");
if (sprites.Any(s => s.BlendMode != spriteLayer.BlendMode))
throw new InvalidDataException("Resource sprites specify different blend modes. "
+ "Try using different ResourceRenderer traits for resource types that use different blend modes.");