Introduce ISpriteSequence interface.
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@@ -16,7 +16,7 @@ namespace OpenRA.Graphics
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public class Animation
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{
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readonly int defaultTick = 40; // 25 fps == 40 ms
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public Sequence CurrentSequence { get; private set; }
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public ISpriteSequence CurrentSequence { get; private set; }
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public bool IsDecoration = false;
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public Func<bool> Paused;
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@@ -177,7 +177,7 @@ namespace OpenRA.Graphics
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}
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}
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public Sequence GetSequence(string sequenceName)
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public ISpriteSequence GetSequence(string sequenceName)
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{
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return sequenceProvider.GetSequence(name, sequenceName);
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}
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@@ -13,21 +13,39 @@ using System.Linq;
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namespace OpenRA.Graphics
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{
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public class Sequence
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public interface ISpriteSequence
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{
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string Name { get; }
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int Start { get; }
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int Length { get; }
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int Stride { get; }
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int Facings { get; }
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int Tick { get; }
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int ZOffset { get; }
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int ShadowStart { get; }
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int ShadowZOffset { get; }
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int[] Frames { get; }
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Sprite GetSprite(int frame);
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Sprite GetSprite(int frame, int facing);
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Sprite GetShadow(int frame, int facing);
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}
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public class Sequence : ISpriteSequence
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{
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readonly Sprite[] sprites;
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readonly bool reverseFacings, transpose;
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public readonly string Name;
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public readonly int Start;
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public readonly int Length;
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public readonly int Stride;
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public readonly int Facings;
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public readonly int Tick;
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public readonly int ZOffset;
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public readonly int ShadowStart;
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public readonly int ShadowZOffset;
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public readonly int[] Frames;
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public string Name { get; private set; }
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public int Start { get; private set; }
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public int Length { get; private set; }
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public int Stride { get; private set; }
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public int Facings { get; private set; }
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public int Tick { get; private set; }
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public int ZOffset { get; private set; }
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public int ShadowStart { get; private set; }
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public int ShadowZOffset { get; private set; }
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public int[] Frames { get; private set; }
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public Sequence(SpriteCache cache, string unit, string name, MiniYaml info)
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{
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@@ -15,8 +15,8 @@ using System.Linq;
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namespace OpenRA.Graphics
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{
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using Sequences = IReadOnlyDictionary<string, Lazy<IReadOnlyDictionary<string, Sequence>>>;
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using UnitSequences = Lazy<IReadOnlyDictionary<string, Sequence>>;
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using Sequences = IReadOnlyDictionary<string, Lazy<IReadOnlyDictionary<string, ISpriteSequence>>>;
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using UnitSequences = Lazy<IReadOnlyDictionary<string, ISpriteSequence>>;
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public class SequenceProvider
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{
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@@ -29,13 +29,13 @@ namespace OpenRA.Graphics
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this.SpriteCache = cache.SpriteCache;
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}
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public Sequence GetSequence(string unitName, string sequenceName)
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public ISpriteSequence GetSequence(string unitName, string sequenceName)
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{
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UnitSequences unitSeq;
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if (!sequences.Value.TryGetValue(unitName, out unitSeq))
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throw new InvalidOperationException("Unit `{0}` does not have any sequences defined.".F(unitName));
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Sequence seq;
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ISpriteSequence seq;
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if (!unitSeq.Value.TryGetValue(sequenceName, out seq))
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throw new InvalidOperationException("Unit `{0}` does not have a sequence named `{1}`".F(unitName, sequenceName));
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@@ -125,9 +125,9 @@ namespace OpenRA.Graphics
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return new ReadOnlyDictionary<string, UnitSequences>(items);
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}
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IReadOnlyDictionary<string, Sequence> CreateUnitSequences(MiniYamlNode node)
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IReadOnlyDictionary<string, ISpriteSequence> CreateUnitSequences(MiniYamlNode node)
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{
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var unitSequences = new Dictionary<string, Sequence>();
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var unitSequences = new Dictionary<string, ISpriteSequence>();
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foreach (var kvp in node.Value.ToDictionary())
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{
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@@ -144,7 +144,7 @@ namespace OpenRA.Graphics
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}
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}
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return new ReadOnlyDictionary<string, Sequence>(unitSequences);
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return new ReadOnlyDictionary<string, ISpriteSequence>(unitSequences);
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}
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public void Dispose()
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@@ -94,7 +94,7 @@ namespace OpenRA.Mods.RA.Graphics
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yield return z;
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}
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static IEnumerable<IFinalizedRenderable> DrawZapWandering(WorldRenderer wr, float2 from, float2 to, Sequence s, string pal)
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static IEnumerable<IFinalizedRenderable> DrawZapWandering(WorldRenderer wr, float2 from, float2 to, ISpriteSequence s, string pal)
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{
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var z = float2.Zero; /* hack */
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var dist = to - from;
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@@ -121,7 +121,7 @@ namespace OpenRA.Mods.RA.Graphics
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return renderables;
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}
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static IEnumerable<IFinalizedRenderable> DrawZap(WorldRenderer wr, float2 from, float2 to, Sequence s, out float2 p, string palette)
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static IEnumerable<IFinalizedRenderable> DrawZap(WorldRenderer wr, float2 from, float2 to, ISpriteSequence s, out float2 p, string palette)
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{
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var dist = to - from;
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var q = new float2(-dist.Y, dist.X);
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