Files
OpenRA/OpenRA.Mods.Common/UtilityCommands/CheckSequenceSprites.cs
2015-03-22 12:48:51 +00:00

52 lines
1.6 KiB
C#

#region Copyright & License Information
/*
* Copyright 2007-2015 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 COPYING.
*/
#endregion
using System;
using System.Collections.Generic;
using System.IO;
using System.Linq;
using System.Reflection;
using OpenRA.FileSystem;
using OpenRA.Graphics;
using OpenRA.Traits;
using StyleCop;
namespace OpenRA.Mods.Common.UtilityCommands
{
class CheckSquenceSprites : IUtilityCommand
{
public string Name { get { return "--check-sequence-sprites"; } }
[Desc("Check the sequence definitions for missing sprite files.")]
public void Run(ModData modData, string[] args)
{
// HACK: The engine code assumes that Game.modData is set.
Game.ModData = modData;
GlobalFileSystem.LoadFromManifest(Game.ModData.Manifest);
Game.ModData.SpriteSequenceLoader.OnMissingSpriteError = s => Console.WriteLine("\t" + s);
foreach (var t in Game.ModData.Manifest.TileSets)
{
var ts = new TileSet(Game.ModData, t);
Console.WriteLine("Tileset: " + ts.Name);
var sc = new SpriteCache(modData.SpriteLoaders, ts.Extensions, new SheetBuilder(SheetType.Indexed));
var sequenceFiles = modData.Manifest.Sequences;
var nodes = sequenceFiles
.Select(s => MiniYaml.FromFile(s))
.Aggregate(MiniYaml.MergeLiberal);
foreach (var n in nodes)
Game.ModData.SpriteSequenceLoader.ParseSequences(Game.ModData, ts, sc, n);
}
}
}
}