Files
OpenRA/OpenRA.Mods.Common/Traits/QuantizeFacingsFromSequence.cs
Paul Chote c35ab081ff Rewrite sequence loading logic.
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.
2023-03-10 20:11:33 +02:00

44 lines
1.5 KiB
C#

#region Copyright & License Information
/*
* Copyright (c) The OpenRA Developers and Contributors
* 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, either version 3 of
* the License, or (at your option) any later version. For more
* information, see COPYING.
*/
#endregion
using System;
using OpenRA.Graphics;
using OpenRA.Mods.Common.Traits.Render;
using OpenRA.Traits;
namespace OpenRA.Mods.Common.Traits
{
[Desc("Derive facings from sprite body sequence.")]
public class QuantizeFacingsFromSequenceInfo : ConditionalTraitInfo, IQuantizeBodyOrientationInfo, Requires<RenderSpritesInfo>
{
[SequenceReference]
[Desc("Defines sequence to derive facings from.")]
public readonly string Sequence = "idle";
public int QuantizedBodyFacings(ActorInfo ai, SequenceSet sequences, string faction)
{
if (string.IsNullOrEmpty(Sequence))
throw new InvalidOperationException($"Actor {ai.Name} is missing sequence to quantize facings from.");
var rsi = ai.TraitInfo<RenderSpritesInfo>();
return sequences.GetSequence(rsi.GetImage(ai, faction), Sequence).Facings;
}
public override object Create(ActorInitializer init) { return new QuantizeFacingsFromSequence(this); }
}
public class QuantizeFacingsFromSequence : ConditionalTrait<QuantizeFacingsFromSequenceInfo>
{
public QuantizeFacingsFromSequence(QuantizeFacingsFromSequenceInfo info)
: base(info) { }
}
}