Files
OpenRA/OpenRa.Game/Graphics/Sequence.cs
2010-02-16 21:20:41 +13:00

71 lines
2.2 KiB
C#

#region Copyright & License Information
/*
* Copyright 2007,2009,2010 Chris Forbes, Robert Pepperell, Matthew Bowra-Dean, Paul Chote, Alli Witheford.
* This file is part of OpenRA.
*
* OpenRA is free software: you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation, either version 3 of the License, or
* (at your option) any later version.
*
* OpenRA is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with OpenRA. If not, see <http://www.gnu.org/licenses/>.
*/
#endregion
using System.Xml;
namespace OpenRa.Graphics
{
public class Sequence
{
readonly Sprite[] sprites;
readonly int start, length, facings;
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 Sequence(string unit, XmlElement e)
{
string srcOverride = e.GetAttribute("src");
Name = e.GetAttribute("name");
sprites = SpriteSheetBuilder.LoadAllSprites(string.IsNullOrEmpty(srcOverride) ? unit : srcOverride );
start = int.Parse(e.GetAttribute("start"));
if (e.GetAttribute("length") == "*" || e.GetAttribute("end") == "*")
length = sprites.Length - Start;
else if (e.HasAttribute("length"))
length = int.Parse(e.GetAttribute("length"));
else if (e.HasAttribute("end"))
length = int.Parse(e.GetAttribute("end")) - int.Parse(e.GetAttribute("start"));
else
length = 1;
if( e.HasAttribute( "facings" ) )
facings = int.Parse( e.GetAttribute( "facings" ) );
else
facings = 1;
}
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 ];
}
}
}