Everything is now OpenRA, not OpenRa
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150
OpenRA.Game/Graphics/Animation.cs
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150
OpenRA.Game/Graphics/Animation.cs
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#region Copyright & License Information
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/*
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* Copyright 2007,2009,2010 Chris Forbes, Robert Pepperell, Matthew Bowra-Dean, Paul Chote, Alli Witheford.
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* This file is part of OpenRA.
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*
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* OpenRA is free software: you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation, either version 3 of the License, or
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* (at your option) any later version.
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*
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* OpenRA is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with OpenRA. If not, see <http://www.gnu.org/licenses/>.
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*/
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#endregion
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using System;
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namespace OpenRA.Graphics
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{
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public class Animation
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{
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string name;
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public Sequence CurrentSequence { get; private set; }
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int frame = 0;
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bool backwards = false;
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bool tickAlways;
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Func<int> facingFunc;
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public string Name { get { return name; } }
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public Animation( string name )
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: this( name, () => 0 )
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{
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}
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public Animation( string name, Func<int> facingFunc )
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{
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this.name = name.ToLowerInvariant();
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this.tickFunc = () => { };
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this.facingFunc = facingFunc;
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}
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public Sprite Image
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{
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get
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{
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return backwards
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? CurrentSequence.GetSprite(CurrentSequence.End - frame - 1, facingFunc())
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: CurrentSequence.GetSprite(frame, facingFunc());
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}
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}
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public void Play( string sequenceName )
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{
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PlayThen(sequenceName, () => { });
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}
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public void PlayRepeating( string sequenceName )
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{
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PlayThen( sequenceName, () => PlayRepeating( CurrentSequence.Name ) );
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}
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public void ReplaceAnim(string sequenceName)
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{
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CurrentSequence = SequenceProvider.GetSequence(name, sequenceName);
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frame %= CurrentSequence.Length;
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}
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public void PlayThen( string sequenceName, Action after )
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{
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after = after ?? ( () => { } );
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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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frame = 0;
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tickFunc = () =>
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{
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++frame;
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if( frame >= CurrentSequence.Length )
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{
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frame = CurrentSequence.Length - 1;
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tickFunc = () => { };
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after();
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}
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};
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}
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public void PlayBackwardsThen(string sequenceName, Action after)
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{
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PlayThen(sequenceName, after);
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backwards = true;
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}
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public void PlayFetchIndex( string sequenceName, Func<int> func )
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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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frame = func();
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tickFunc = () => frame = func();
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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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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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tickFunc();
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else
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{
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timeUntilNextFrame -= t;
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while( timeUntilNextFrame <= 0 )
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{
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tickFunc();
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timeUntilNextFrame += 40; // 25 fps == 40 ms
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}
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}
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}
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public void ChangeImage(string newImage)
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{
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newImage = newImage.ToLowerInvariant();
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if (name != newImage)
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{
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name = newImage.ToLowerInvariant();
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ReplaceAnim(CurrentSequence.Name);
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}
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}
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public Sequence GetSequence( string sequenceName )
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{
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return SequenceProvider.GetSequence( name, sequenceName );
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}
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}
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}
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