Make palettes and tilesets optional

This commit is contained in:
Gustas
2025-01-27 19:26:16 +02:00
committed by Matthias Mailänder
parent 4c04d4fa30
commit 84378969c3
2 changed files with 62 additions and 28 deletions

View File

@@ -44,15 +44,15 @@ namespace OpenRA.Graphics
public sealed class SequenceSet : IDisposable
{
public readonly string TileSet;
readonly ModData modData;
readonly string tileSet;
readonly IReadOnlyDictionary<string, IReadOnlyDictionary<string, ISpriteSequence>> images;
public SpriteCache SpriteCache { get; }
public SequenceSet(IReadOnlyFileSystem fileSystem, ModData modData, string tileSet, MiniYaml additionalSequences)
{
this.modData = modData;
this.tileSet = tileSet;
TileSet = tileSet;
SpriteCache = new SpriteCache(fileSystem, modData.SpriteLoaders, modData.SpriteSequenceLoader.BgraSheetSize, modData.SpriteSequenceLoader.IndexedSheetSize);
using (new Support.PerfTimer("LoadSequences"))
images = Load(fileSystem, additionalSequences);
@@ -97,7 +97,7 @@ namespace OpenRA.Graphics
if (node.Key.StartsWith(ActorInfo.AbstractActorPrefix))
continue;
images[node.Key] = modData.SpriteSequenceLoader.ParseSequences(modData, tileSet, SpriteCache, node);
images[node.Key] = modData.SpriteSequenceLoader.ParseSequences(modData, TileSet, SpriteCache, node);
}
return images;