Add support for aggregate sequences.
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@@ -120,11 +120,42 @@ namespace OpenRA.Mods.Common.Graphics
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var offset = LoadField<float2>(d, "Offset", float2.Zero);
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var blendMode = LoadField<BlendMode>(d, "BlendMode", BlendMode.Alpha);
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// Apply offset to each sprite in the sequence
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// Different sequences may apply different offsets to the same frame
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var src = GetSpriteSrc(modData, tileSet, sequence, animation, info.Value, d);
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sprites = cache[src].Select(
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s => new Sprite(s.Sheet, s.Bounds, s.Offset + offset, s.Channel, blendMode)).ToArray();
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MiniYaml combine;
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if (d.TryGetValue("Combine", out combine))
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{
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var combined = Enumerable.Empty<Sprite>();
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foreach (var sub in combine.Nodes)
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{
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var sd = sub.Value.ToDictionary();
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// Allow per-sprite offset, start, and length
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var subStart = LoadField<int>(sd, "Start", 0);
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var subOffset = LoadField<float2>(sd, "Offset", float2.Zero);
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var subSrc = GetSpriteSrc(modData, tileSet, sequence, animation, sub.Key, sd);
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var subSprites = cache[subSrc].Select(
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s => new Sprite(s.Sheet, s.Bounds, s.Offset + subOffset + offset, s.Channel, blendMode));
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var subLength = 0;
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MiniYaml subLengthYaml;
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if (sd.TryGetValue("Length", out subLengthYaml) && subLengthYaml.Value == "*")
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subLength = subSprites.Count() - subStart;
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else
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subLength = LoadField<int>(sd, "Length", 1);
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combined = combined.Concat(subSprites.Skip(subStart).Take(subLength));
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}
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sprites = combined.ToArray();
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}
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else
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{
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// Apply offset to each sprite in the sequence
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// Different sequences may apply different offsets to the same frame
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var src = GetSpriteSrc(modData, tileSet, sequence, animation, info.Value, d);
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sprites = cache[src].Select(
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s => new Sprite(s.Sheet, s.Bounds, s.Offset + offset, s.Channel, blendMode)).ToArray();
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}
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MiniYaml length;
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if (d.TryGetValue("Length", out length) && length.Value == "*")
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@@ -149,14 +180,14 @@ namespace OpenRA.Mods.Common.Graphics
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if (Start < 0 || Start + Facings * Stride > sprites.Length)
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throw new InvalidOperationException(
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"{6}: Sequence {0}.{1} uses frames [{2}..{3}] of SHP `{4}`, but only 0..{5} actually exist"
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.F(sequence, animation, Start, Start + Facings * Stride - 1, src, sprites.Length - 1,
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"{5}: Sequence {0}.{1} uses frames [{2}..{3}], but only 0..{4} actually exist"
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.F(sequence, animation, Start, Start + Facings * Stride - 1, sprites.Length - 1,
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info.Nodes[0].Location));
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if (ShadowStart + Facings * Stride > sprites.Length)
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throw new InvalidOperationException(
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"{6}: Sequence {0}.{1}'s shadow frames use frames [{2}..{3}] of SHP `{4}`, but only [0..{5}] actually exist"
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.F(sequence, animation, ShadowStart, ShadowStart + Facings * Stride - 1, src, sprites.Length - 1,
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"{5}: Sequence {0}.{1}'s shadow frames use frames [{2}..{3}], but only [0..{4}] actually exist"
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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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}
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catch (FormatException f)
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