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

@@ -14,6 +14,7 @@ using System.IO;
using System.Linq;
using OpenRA.Graphics;
using OpenRA.Mods.Common.Effects;
using OpenRA.Primitives;
using OpenRA.Traits;
namespace OpenRA.Mods.Common.Traits
@@ -114,16 +115,14 @@ namespace OpenRA.Mods.Common.Traits
var sprites = smudges.Values.SelectMany(v => Exts.MakeArray(v.Length, x => v.GetSprite(x))).ToList();
var sheet = sprites[0].Sheet;
var blendMode = sprites[0].BlendMode;
if (sprites.Any(s => s.Sheet != sheet))
throw new InvalidDataException("Resource sprites span multiple sheets. Try loading their sequences earlier.");
var emptySprite = new Sprite(sheet, Rectangle.Empty, TextureChannel.Alpha);
if (sprites.Any(s => s.BlendMode != blendMode))
throw new InvalidDataException("Smudges specify different blend modes. "
+ "Try using different smudge types for smudges that use different blend modes.");
paletteReference = wr.Palette(Info.Palette);
render = new TerrainSpriteLayer(w, wr, sheet, blendMode, w.Type != WorldType.Editor);
render = new TerrainSpriteLayer(w, wr, emptySprite, blendMode, w.Type != WorldType.Editor);
// Add map smudges
foreach (var kv in Info.InitialSmudges)