80 lines
1.6 KiB
C#
80 lines
1.6 KiB
C#
using System;
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namespace OpenRa.Game.Graphics
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{
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class Animation
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{
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readonly string name;
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Sequence currentSequence;
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int frame = 0;
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bool tickAlways;
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public Animation( string name )
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{
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this.name = name.ToLowerInvariant();
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Play( "idle" );
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}
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public Sprite Image { get { return currentSequence.GetSprite( frame ); } }
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public float2 Center { get { return 0.25f * new float2(currentSequence.GetSprite(0).bounds.Size); } }
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public void Play( string sequenceName )
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{
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PlayThen(sequenceName, () => { });
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}
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public void PlayRepeating( string sequenceName )
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{
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PlayThen( sequenceName, () => PlayRepeating( sequenceName ) );
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}
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public void PlayThen( string sequenceName, Action after )
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{
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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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after();
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}
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};
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}
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public void PlayFetchIndex( string sequenceName, Func<int> func )
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{
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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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Tick( 40 ); // tick one frame
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}
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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 += 40; // 25 fps == 40 ms
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}
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}
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}
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}
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}
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