Everything is now OpenRA, not OpenRa
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70
OpenRA.Game/Graphics/Sequence.cs
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70
OpenRA.Game/Graphics/Sequence.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.Xml;
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namespace OpenRA.Graphics
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{
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public class Sequence
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{
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readonly Sprite[] sprites;
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readonly int start, length, facings;
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public readonly string Name;
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public int Start { get { return start; } }
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public int End { get { return start + length; } }
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public int Length { get { return length; } }
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public int Facings { get { return facings; } }
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public Sequence(string unit, XmlElement e)
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{
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string srcOverride = e.GetAttribute("src");
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Name = e.GetAttribute("name");
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sprites = SpriteSheetBuilder.LoadAllSprites(string.IsNullOrEmpty(srcOverride) ? unit : srcOverride );
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start = int.Parse(e.GetAttribute("start"));
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if (e.GetAttribute("length") == "*" || e.GetAttribute("end") == "*")
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length = sprites.Length - Start;
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else if (e.HasAttribute("length"))
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length = int.Parse(e.GetAttribute("length"));
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else if (e.HasAttribute("end"))
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length = int.Parse(e.GetAttribute("end")) - int.Parse(e.GetAttribute("start"));
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else
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length = 1;
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if( e.HasAttribute( "facings" ) )
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facings = int.Parse( e.GetAttribute( "facings" ) );
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else
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facings = 1;
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}
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public Sprite GetSprite( int frame )
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{
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return GetSprite( frame, 0 );
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}
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public Sprite GetSprite(int frame, int facing)
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{
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var f = Traits.Util.QuantizeFacing( facing, facings );
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return sprites[ (f * length) + ( frame % length ) + start ];
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}
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}
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}
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