Fix the frame mapping used to select sprites for the SpriteBounds.
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@@ -272,9 +272,9 @@ namespace OpenRA.Mods.Common.Graphics
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.F(sequence, animation, ShadowStart, ShadowStart + Facings * Stride - 1, sprites.Length - 1,
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info.Nodes[0].Location));
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var boundSprites = SpriteBounds(sprites, Frames, Start, Facings, Length);
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var boundSprites = SpriteBounds(sprites, Frames, Start, Facings, Length, Stride, transpose);
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if (ShadowStart > 0)
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boundSprites = boundSprites.Concat(SpriteBounds(sprites, Frames, ShadowStart, Facings, Length));
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boundSprites = boundSprites.Concat(SpriteBounds(sprites, Frames, ShadowStart, Facings, Length, Stride, transpose));
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if (boundSprites.Any())
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{
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@@ -290,13 +290,14 @@ namespace OpenRA.Mods.Common.Graphics
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}
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/// <summary>Returns the bounds of all of the sprites that can appear in this animation</summary>
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static IEnumerable<Rectangle> SpriteBounds(Sprite[] sprites, int[] frames, int start, int facings, int length)
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static IEnumerable<Rectangle> SpriteBounds(Sprite[] sprites, int[] frames, int start, int facings, int length, int stride, bool transpose)
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{
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for (var facing = 0; facing < facings; facing++)
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{
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for (var frame = 0; frame < length; frame++)
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{
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var i = frame * facings + facing;
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var i = transpose ? (frame % length) * facings + facing :
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(facing * stride) + (frame % length);
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var s = frames != null ? sprites[frames[i]] : sprites[start + i];
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if (!s.Bounds.IsEmpty)
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yield return new Rectangle(
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