Files
OpenRA/OpenRA.Game/Graphics/Sequence.cs

90 lines
2.4 KiB
C#

#region Copyright & License Information
/*
* Copyright 2007-2010 The OpenRA Developers (see AUTHORS)
* This file is part of OpenRA, which is free software. It is made
* available to you under the terms of the GNU General Public License
* as published by the Free Software Foundation. For more information,
* see LICENSE.
*/
#endregion
using System.Xml;
using OpenRA.FileFormats;
using System.Collections.Generic;
namespace OpenRA.Graphics
{
public class Sequence
{
readonly Sprite[] sprites;
readonly int start, length, facings, tick;
public readonly string Name;
public int Start { get { return start; } }
public int End { get { return start + length; } }
public int Length { get { return length; } }
public int Facings { get { return facings; } }
public int Tick { get { return tick; } }
string srcOverride;
public Sequence(string unit, string name, MiniYaml info)
{
srcOverride = info.Value;
Name = name;
var d = info.NodesDict;
sprites = SpriteLoader.LoadAllSprites(string.IsNullOrEmpty(srcOverride) ? unit : srcOverride );
start = int.Parse(d["Start"].Value);
if (!d.ContainsKey("Length"))
length = 1;
else if (d["Length"].Value == "*")
length = sprites.Length - Start;
else
length = int.Parse(d["Length"].Value);
if(d.ContainsKey("Facings"))
facings = int.Parse(d["Facings"].Value);
else
facings = 1;
if(d.ContainsKey("Tick"))
tick = int.Parse(d["Tick"].Value);
else
tick = 40;
}
public MiniYaml Save()
{
var root = new List<MiniYamlNode>();
root.Add(new MiniYamlNode("Start", start.ToString()));
if (length > 1 && (start != 0 || length != sprites.Length - start))
root.Add(new MiniYamlNode("Length", length.ToString()));
else if (length > 1 && length == sprites.Length - start)
root.Add(new MiniYamlNode("Length", "*"));
if (facings > 1)
root.Add(new MiniYamlNode("Facings", facings.ToString()));
if (tick != 40)
root.Add(new MiniYamlNode("Tick", tick.ToString()));
return new MiniYaml(srcOverride, root);
}
public Sprite GetSprite( int frame )
{
return GetSprite( frame, 0 );
}
public Sprite GetSprite(int frame, int facing)
{
var f = Traits.Util.QuantizeFacing( facing, facings );
return sprites[ (f * length) + ( frame % length ) + start ];
}
}
}