Multiple layers of Lazy<T>ness are replaced with an explicit two-part loading scheme. Sequences are parsed immediately, without the need for the sprite assets, and tell the SpriteCache which frames they need. Use-cases that want the actual sprites can then tell the SpriteCache to load the frames and the sequences to resolve the sprites.
44 lines
1.5 KiB
C#
44 lines
1.5 KiB
C#
#region Copyright & License Information
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/*
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* Copyright (c) The OpenRA Developers and Contributors
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* This file is part of OpenRA, which is free software. It is made
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* available to you under the terms of the GNU General Public License
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* as published by the Free Software Foundation, either version 3 of
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* the License, or (at your option) any later version. For more
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* information, see COPYING.
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*/
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#endregion
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using System;
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using OpenRA.Graphics;
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using OpenRA.Mods.Common.Traits.Render;
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using OpenRA.Traits;
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namespace OpenRA.Mods.Common.Traits
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{
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[Desc("Derive facings from sprite body sequence.")]
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public class QuantizeFacingsFromSequenceInfo : ConditionalTraitInfo, IQuantizeBodyOrientationInfo, Requires<RenderSpritesInfo>
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{
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[SequenceReference]
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[Desc("Defines sequence to derive facings from.")]
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public readonly string Sequence = "idle";
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public int QuantizedBodyFacings(ActorInfo ai, SequenceSet sequences, string faction)
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{
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if (string.IsNullOrEmpty(Sequence))
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throw new InvalidOperationException($"Actor {ai.Name} is missing sequence to quantize facings from.");
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var rsi = ai.TraitInfo<RenderSpritesInfo>();
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return sequences.GetSequence(rsi.GetImage(ai, faction), Sequence).Facings;
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}
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public override object Create(ActorInitializer init) { return new QuantizeFacingsFromSequence(this); }
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}
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public class QuantizeFacingsFromSequence : ConditionalTrait<QuantizeFacingsFromSequenceInfo>
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{
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public QuantizeFacingsFromSequence(QuantizeFacingsFromSequenceInfo info)
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: base(info) { }
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}
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}
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