Remove TileSetData and separate TileSet from Sequences

This commit is contained in:
Pavlos Touboulidis
2014-05-10 17:25:07 +03:00
parent 750fc4e02c
commit 44c01bbaa2
7 changed files with 28 additions and 32 deletions

View File

@@ -95,7 +95,7 @@ namespace OpenRA.Mods.RA
{
var ts = Game.modData.Manifest.TileSize;
var data = Exts.MakeArray<byte>(ts.Width * ts.Height, _ => (byte)info.ShroudColor);
var s = map.Rules.TileSets[map.Tileset].Data.SpriteLoader.SheetBuilder.Add(data, ts);
var s = map.SequenceProvider.SpriteLoader.SheetBuilder.Add(data, ts);
unexploredTile = new Sprite(s.sheet, s.bounds, s.offset, s.channel, info.ShroudBlend);
}
else

View File

@@ -196,7 +196,7 @@ namespace OpenRA.Mods.RA.Widgets.Logic
return false;
currentFilename = filename;
currentSprites = world.Map.Rules.TileSets[world.Map.Tileset].Data.SpriteLoader.LoadAllSprites(filename);
currentSprites = world.Map.SequenceProvider.SpriteLoader.LoadAllSprites(filename);
currentFrame = 0;
frameSlider.MaximumValue = (float)currentSprites.Length - 1;
frameSlider.Ticks = currentSprites.Length;