Change terrain layers to track sequences instead of sprites.

This commit is contained in:
Paul Chote
2020-06-21 13:43:24 +01:00
committed by abcdefg30
parent 38b3fbbdbe
commit fdb66c769c
8 changed files with 90 additions and 67 deletions

View File

@@ -64,17 +64,18 @@ namespace OpenRA.Mods.Common.Traits
{
var layer = spriteLayers.GetOrAdd(r.Value.Palette, pal =>
{
var first = r.Value.Variants.First().Value.First();
var first = r.Value.Variants.First().Value.GetSprite(0);
return new TerrainSpriteLayer(w, wr, first.Sheet, first.BlendMode, pal, wr.World.Type != WorldType.Editor);
});
// Validate that sprites are compatible with this layer
var sheet = layer.Sheet;
if (r.Value.Variants.Any(kv => kv.Value.Any(s => s.Sheet != sheet)))
var sprites = r.Value.Variants.Values.SelectMany(v => Exts.MakeArray(v.Length, x => v.GetSprite(x)));
if (sprites.Any(s => s.Sheet != sheet))
throw new InvalidDataException("Resource sprites span multiple sheets. Try loading their sequences earlier.");
var blendMode = layer.BlendMode;
if (r.Value.Variants.Any(kv => kv.Value.Any(s => s.BlendMode != blendMode)))
if (sprites.Any(s => s.BlendMode != blendMode))
throw new InvalidDataException("Resource sprites specify different blend modes. "
+ "Try using different palettes for resource types that use different blend modes.");
}
@@ -94,15 +95,15 @@ namespace OpenRA.Mods.Common.Traits
}
}
protected void UpdateSpriteLayers(CPos cell, Sprite sprite, PaletteReference palette)
protected void UpdateSpriteLayers(CPos cell, ISpriteSequence sequence, int frame, PaletteReference palette)
{
foreach (var kv in spriteLayers)
{
// resource.Type is meaningless (and may be null) if resource.Sprite is null
if (sprite != null && palette == kv.Key)
kv.Value.Update(cell, sprite);
// resource.Type is meaningless (and may be null) if resource.Sequence is null
if (sequence != null && palette == kv.Key)
kv.Value.Update(cell, sequence, frame);
else
kv.Value.Update(cell, null);
kv.Value.Clear(cell);
}
}
@@ -162,10 +163,10 @@ namespace OpenRA.Mods.Common.Traits
var maxDensity = type.Info.MaxDensity;
var frame = int2.Lerp(0, sprites.Length - 1, density, maxDensity);
UpdateSpriteLayers(cell, sprites[frame], type.Palette);
UpdateSpriteLayers(cell, sprites, frame, type.Palette);
}
else
UpdateSpriteLayers(cell, null, null);
UpdateSpriteLayers(cell, null, 0, null);
}
bool disposed;