180 lines
4.7 KiB
C#
180 lines
4.7 KiB
C#
#region Copyright & License Information
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/*
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* Copyright 2007-2014 The OpenRA Developers (see AUTHORS)
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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. For more information,
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* see COPYING.
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*/
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#endregion
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using System;
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using System.Collections.Generic;
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namespace OpenRA.Graphics
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{
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public class Animation
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{
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public Sequence CurrentSequence { get; private set; }
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public bool IsDecoration = false;
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public Func<bool> Paused;
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Func<int> facingFunc;
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int frame = 0;
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bool backwards = false;
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bool tickAlways;
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string name;
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public string Name { get { return name; } }
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readonly SequenceProvider sequenceProvider;
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static SequenceProvider lastSequenceProvider;
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public Animation(string name)
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: this(name, () => 0) {}
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public Animation(string name, Func<int> facingFunc)
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{
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this.name = name.ToLowerInvariant();
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this.tickFunc = () => {};
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this.facingFunc = facingFunc;
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// TODO: This is wrong, don't use the static
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if (Game.orderManager != null && Game.orderManager.world != null && Game.orderManager.world.Map != null)
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sequenceProvider = Game.orderManager.world.Map.SequenceProvider;
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// HACK: This just makes sure we have a sequence provider in between map changes for delayed actions
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// It sucks but it can only be removed when we don't use the statics above but replace them with
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// a possible parameter on this constructor.
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if (sequenceProvider == null)
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sequenceProvider = lastSequenceProvider;
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else
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lastSequenceProvider = sequenceProvider;
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}
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int CurrentFrame { get { return backwards ? CurrentSequence.Start + CurrentSequence.Length - frame - 1 : frame; } }
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public Sprite Image { get { return CurrentSequence.GetSprite(CurrentFrame, facingFunc()); } }
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public IEnumerable<IRenderable> Render(WPos pos, WVec offset, int zOffset, PaletteReference palette, float scale)
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{
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if (CurrentSequence.ShadowStart >= 0)
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{
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var shadow = CurrentSequence.GetShadow(CurrentFrame, facingFunc());
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yield return new SpriteRenderable(shadow, pos, offset, CurrentSequence.ShadowZOffset + zOffset, palette, scale, true);
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}
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yield return new SpriteRenderable(Image, pos, offset, CurrentSequence.ZOffset + zOffset, palette, scale, IsDecoration);
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}
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public IEnumerable<IRenderable> Render(WPos pos, PaletteReference palette)
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{
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return Render(pos, WVec.Zero, 0, palette, 1f);
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}
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public void Play(string sequenceName)
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{
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PlayThen(sequenceName, null);
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}
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public void PlayRepeating(string sequenceName)
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{
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backwards = false;
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tickAlways = false;
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CurrentSequence = sequenceProvider.GetSequence(name, sequenceName);
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frame = 0;
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tickFunc = () =>
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{
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++frame;
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if (frame >= CurrentSequence.Length)
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frame = 0;
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};
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}
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public bool ReplaceAnim(string sequenceName)
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{
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if (!HasSequence(sequenceName))
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return false;
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CurrentSequence = sequenceProvider.GetSequence(name, sequenceName);
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frame %= CurrentSequence.Length;
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return true;
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}
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public void PlayThen(string sequenceName, Action after)
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{
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backwards = false;
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tickAlways = false;
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CurrentSequence = sequenceProvider.GetSequence(name, sequenceName);
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frame = 0;
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tickFunc = () =>
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{
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++frame;
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if (frame >= CurrentSequence.Length)
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{
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frame = CurrentSequence.Length - 1;
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tickFunc = () => { };
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if (after != null) after();
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}
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};
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}
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public void PlayBackwardsThen(string sequenceName, Action after)
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{
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PlayThen(sequenceName, after);
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backwards = true;
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}
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public void PlayFetchIndex(string sequenceName, Func<int> func)
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{
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backwards = false;
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tickAlways = true;
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CurrentSequence = sequenceProvider.GetSequence(name, sequenceName);
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frame = func();
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tickFunc = () => frame = func();
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}
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int timeUntilNextFrame;
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Action tickFunc;
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public void Tick()
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{
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if (Paused == null || !Paused())
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Tick(40); // tick one frame
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}
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public bool HasSequence(string seq) { return sequenceProvider.HasSequence(name, seq); }
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public void Tick(int t)
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{
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if (tickAlways)
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tickFunc();
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else
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{
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timeUntilNextFrame -= t;
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while (timeUntilNextFrame <= 0)
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{
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tickFunc();
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timeUntilNextFrame += CurrentSequence != null ? CurrentSequence.Tick : 40; // 25 fps == 40 ms
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}
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}
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}
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public void ChangeImage(string newImage, string newAnimIfMissing)
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{
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newImage = newImage.ToLowerInvariant();
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if (name != newImage)
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{
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name = newImage.ToLowerInvariant();
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if (!ReplaceAnim(CurrentSequence.Name))
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ReplaceAnim(newAnimIfMissing);
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}
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}
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public Sequence GetSequence(string sequenceName)
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{
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return sequenceProvider.GetSequence(name, sequenceName);
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}
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}
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}
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