Files
OpenRA/OpenRA.Mods.Common/Graphics/DefaultSpriteSequence.cs
RoosterDragon d4135d608e Fix IDE0039
2023-02-27 10:09:11 +01:00

598 lines
24 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 System.Collections.Generic;
using System.Collections.ObjectModel;
using System.IO;
using System.Linq;
using OpenRA.Graphics;
using OpenRA.Primitives;
namespace OpenRA.Mods.Common.Graphics
{
public class EmbeddedSpritePalette
{
readonly uint[] filePalette = null;
readonly Dictionary<int, uint[]> framePalettes = null;
public EmbeddedSpritePalette(uint[] filePalette = null, Dictionary<int, uint[]> framePalettes = null)
{
this.filePalette = filePalette;
this.framePalettes = framePalettes;
}
public bool TryGetPaletteForFrame(int frame, out uint[] palette)
{
if (framePalettes == null || !framePalettes.TryGetValue(frame, out palette))
palette = filePalette;
return palette != null;
}
}
public class DefaultSpriteSequenceLoader : ISpriteSequenceLoader
{
static readonly MiniYaml NoData = new MiniYaml(null);
[System.Diagnostics.CodeAnalysis.SuppressMessage("Usage", "IDE0060:Remove unused parameter", Justification = "Load game API")]
public DefaultSpriteSequenceLoader(ModData modData) { }
public virtual ISpriteSequence CreateSequence(ModData modData, string tileset, SpriteCache cache, string image, string sequence, MiniYaml data, MiniYaml defaults)
{
return new DefaultSpriteSequence(modData, tileset, cache, this, image, sequence, data, defaults);
}
public IReadOnlyDictionary<string, ISpriteSequence> ParseSequences(ModData modData, string tileSet, SpriteCache cache, MiniYamlNode imageNode)
{
var sequences = new Dictionary<string, ISpriteSequence>();
MiniYaml defaults;
try
{
var node = imageNode.Value.Nodes.SingleOrDefault(n => n.Key == "Defaults");
defaults = node?.Value ?? NoData;
imageNode.Value.Nodes.Remove(node);
}
catch (Exception e)
{
throw new InvalidDataException($"Error occurred while parsing {imageNode.Key}", e);
}
foreach (var sequenceNode in imageNode.Value.Nodes)
{
using (new Support.PerfTimer($"new Sequence(\"{imageNode.Key}\")", 20))
{
try
{
var sequence = CreateSequence(modData, tileSet, cache, imageNode.Key, sequenceNode.Key, sequenceNode.Value, defaults);
sequences.Add(sequenceNode.Key, sequence);
}
catch (FileNotFoundException ex)
{
// Defer exception until something tries to access the sequence
// This allows the asset installer and OpenRA.Utility to load the game without having the actor assets
sequences.Add(sequenceNode.Key, new FileNotFoundSequence(ex));
}
catch (FormatException f)
{
throw new FormatException($"Failed to parse sequences for {imageNode.Key}.{sequenceNode.Key} at {imageNode.Value.Nodes[0].Location}:\n{f}");
}
}
}
return new ReadOnlyDictionary<string, ISpriteSequence>(sequences);
}
}
public class FileNotFoundSequence : ISpriteSequence
{
readonly FileNotFoundException exception;
public FileNotFoundSequence(FileNotFoundException exception)
{
this.exception = exception;
}
public string Filename => exception.FileName;
string ISpriteSequence.Name => throw exception;
int ISpriteSequence.Start => throw exception;
int ISpriteSequence.Length => throw exception;
int ISpriteSequence.Stride => throw exception;
int ISpriteSequence.Facings => throw exception;
int ISpriteSequence.InterpolatedFacings => throw exception;
int ISpriteSequence.Tick => throw exception;
int ISpriteSequence.ZOffset => throw exception;
int ISpriteSequence.ShadowStart => throw exception;
int ISpriteSequence.ShadowZOffset => throw exception;
int[] ISpriteSequence.Frames => throw exception;
Rectangle ISpriteSequence.Bounds => throw exception;
bool ISpriteSequence.IgnoreWorldTint => throw exception;
float ISpriteSequence.Scale => throw exception;
Sprite ISpriteSequence.GetSprite(int frame) { throw exception; }
Sprite ISpriteSequence.GetSprite(int frame, WAngle facing) { throw exception; }
(Sprite, WAngle) ISpriteSequence.GetSpriteWithRotation(int frame, WAngle facing) { throw exception; }
Sprite ISpriteSequence.GetShadow(int frame, WAngle facing) { throw exception; }
float ISpriteSequence.GetAlpha(int frame) { throw exception; }
}
public struct SpriteSequenceField<T>
{
public string Key;
public T DefaultValue;
public SpriteSequenceField(string key, T defaultValue)
{
Key = key;
DefaultValue = defaultValue;
}
}
[Desc("Generic sprite sequence implementation, mostly unencumbered with game- or artwork-specific logic.")]
public class DefaultSpriteSequence : ISpriteSequence
{
static readonly MiniYaml NoData = new MiniYaml(null);
readonly string image;
protected Sprite[] sprites;
readonly bool reverseFacings, transpose;
protected readonly ISpriteSequenceLoader Loader;
public Rectangle Bounds { get; }
public string Name { get; }
[Desc("File name of the sprite to use for this sequence.")]
static readonly SpriteSequenceField<string> Filename = new SpriteSequenceField<string>(nameof(Filename), null);
[Desc("Frame index to start from.")]
static readonly SpriteSequenceField<int> Start = new SpriteSequenceField<int>(nameof(Start), 0);
int ISpriteSequence.Start => start;
int start;
[Desc("Number of frames to use. Does not have to be the total amount the sprite sheet has.")]
static readonly SpriteSequenceField<int> Length = new SpriteSequenceField<int>(nameof(Length), 1);
int ISpriteSequence.Length => length;
int length;
[Desc("Overrides Length if a different number of frames is defined between facings.")]
static readonly SpriteSequenceField<int> Stride = new SpriteSequenceField<int>(nameof(Stride), -1);
int ISpriteSequence.Stride => stride;
int stride;
[Desc("The amount of directions the unit faces. Use negative values to rotate counter-clockwise.")]
static readonly SpriteSequenceField<int> Facings = new SpriteSequenceField<int>(nameof(Facings), 1);
int ISpriteSequence.Facings => facings;
protected int facings;
[Desc("The amount of directions the unit faces. Use negative values to rotate counter-clockwise.")]
static readonly SpriteSequenceField<int> InterpolatedFacings = new SpriteSequenceField<int>(nameof(InterpolatedFacings), 1);
int ISpriteSequence.InterpolatedFacings => interpolatedFacings;
protected int interpolatedFacings;
[Desc("Time (in milliseconds at default game speed) to wait until playing the next frame in the animation.")]
static readonly SpriteSequenceField<int> Tick = new SpriteSequenceField<int>(nameof(Tick), 40);
int ISpriteSequence.Tick => tick;
readonly int tick;
[Desc("Value controlling the Z-order. A higher values means rendering on top of other sprites at the same position. " +
"Use power of 2 values to avoid glitches.")]
static readonly SpriteSequenceField<WDist> ZOffset = new SpriteSequenceField<WDist>(nameof(ZOffset), WDist.Zero);
int ISpriteSequence.ZOffset => zOffset;
readonly int zOffset;
[Desc("Additional sprite depth Z offset to apply as a function of sprite Y (0: vertical, 1: flat on terrain)")]
static readonly SpriteSequenceField<int> ZRamp = new SpriteSequenceField<int>(nameof(ZRamp), 0);
[Desc("If the shadow is not part of the sprite, but baked into the same sprite sheet at a fixed offset, " +
"set this to the frame index where it starts.")]
static readonly SpriteSequenceField<int> ShadowStart = new SpriteSequenceField<int>(nameof(ShadowStart), -1);
int ISpriteSequence.ShadowStart => shadowStart;
readonly int shadowStart;
[Desc("Set Z-Offset for the separate shadow. Used by the later Westwood 2.5D titles.")]
static readonly SpriteSequenceField<WDist> ShadowZOffset = new SpriteSequenceField<WDist>(nameof(ShadowZOffset), new WDist(-5));
int ISpriteSequence.ShadowZOffset => shadowZOffset;
readonly int shadowZOffset;
[Desc("The individual frames to play instead of going through them sequentially from the `Start`.")]
static readonly SpriteSequenceField<int[]> Frames = new SpriteSequenceField<int[]>(nameof(Frames), null);
int[] ISpriteSequence.Frames => frames;
int[] frames;
[Desc("Don't apply terrain lighting or colored overlays.")]
static readonly SpriteSequenceField<bool> IgnoreWorldTint = new SpriteSequenceField<bool>(nameof(IgnoreWorldTint), false);
bool ISpriteSequence.IgnoreWorldTint => ignoreWorldTint;
readonly bool ignoreWorldTint;
[Desc("Adjusts the rendered size of the sprite")]
static readonly SpriteSequenceField<float> Scale = new SpriteSequenceField<float>(nameof(Scale), 1);
float ISpriteSequence.Scale => scale;
readonly float scale;
[Desc("Play the sprite sequence back and forth.")]
static readonly SpriteSequenceField<bool> Reverses = new SpriteSequenceField<bool>(nameof(Reverses), false);
[Desc("Support a frame order where each animation step is split per each direction.")]
static readonly SpriteSequenceField<bool> Transpose = new SpriteSequenceField<bool>(nameof(Transpose), false);
[Desc("Mirror on the X axis.")]
static readonly SpriteSequenceField<bool> FlipX = new SpriteSequenceField<bool>(nameof(FlipX), false);
[Desc("Mirror on the Y axis.")]
static readonly SpriteSequenceField<bool> FlipY = new SpriteSequenceField<bool>(nameof(FlipY), false);
[Desc("Change the position in-game on X, Y, Z.")]
static readonly SpriteSequenceField<float3> Offset = new SpriteSequenceField<float3>(nameof(Offset), float3.Zero);
[Desc("Apply an OpenGL/Photoshop inspired blend mode.")]
static readonly SpriteSequenceField<BlendMode> BlendMode = new SpriteSequenceField<BlendMode>(nameof(BlendMode), OpenRA.BlendMode.Alpha);
[Desc("Allows to append multiple sequence definitions which are indented below this node " +
"like when offsets differ per frame or a sequence is spread across individual files.")]
static readonly SpriteSequenceField<MiniYaml> Combine = new SpriteSequenceField<MiniYaml>(nameof(Combine), null);
[Desc("Sets transparency - use one value to set for all frames or provide a value for each frame.")]
static readonly SpriteSequenceField<float[]> Alpha = new SpriteSequenceField<float[]>(nameof(Alpha), null);
readonly float[] alpha;
[Desc("Fade the animation from fully opaque on the first frame to fully transparent after the last frame.")]
static readonly SpriteSequenceField<bool> AlphaFade = new SpriteSequenceField<bool>(nameof(AlphaFade), false);
[Desc("Name of the file containing the depth data sprite.")]
static readonly SpriteSequenceField<string> DepthSprite = new SpriteSequenceField<string>(nameof(DepthSprite), null);
[Desc("Frame index containing the depth data.")]
static readonly SpriteSequenceField<int> DepthSpriteFrame = new SpriteSequenceField<int>(nameof(DepthSpriteFrame), 0);
[Desc("X, Y offset to apply to the depth sprite.")]
static readonly SpriteSequenceField<float2> DepthSpriteOffset = new SpriteSequenceField<float2>(nameof(DepthSpriteOffset), float2.Zero);
[Desc("Make a custom palette embedded in the sprite available to the PaletteFromEmbeddedSpritePalette trait.")]
static readonly SpriteSequenceField<bool> HasEmbeddedPalette = new SpriteSequenceField<bool>(nameof(HasEmbeddedPalette), false);
public readonly uint[] EmbeddedPalette;
protected virtual string GetSpriteFilename(ModData modData, string tileset, string image, string sequence, MiniYaml data, MiniYaml defaults)
{
return LoadField(Filename, data, defaults);
}
protected static T LoadField<T>(string key, T fallback, MiniYaml data, MiniYaml defaults)
{
var node = data.Nodes.FirstOrDefault(n => n.Key == key) ?? defaults.Nodes.FirstOrDefault(n => n.Key == key);
if (node == null)
return fallback;
return FieldLoader.GetValue<T>(key, node.Value.Value);
}
protected static T LoadField<T>(SpriteSequenceField<T> field, MiniYaml data, MiniYaml defaults)
{
var node = data.Nodes.FirstOrDefault(n => n.Key == field.Key) ?? defaults.Nodes.FirstOrDefault(n => n.Key == field.Key);
if (node == null)
return field.DefaultValue;
return FieldLoader.GetValue<T>(field.Key, node.Value.Value);
}
protected static Rectangle FlipRectangle(Rectangle rect, bool flipX, bool flipY)
{
var left = flipX ? rect.Right : rect.Left;
var top = flipY ? rect.Bottom : rect.Top;
var right = flipX ? rect.Left : rect.Right;
var bottom = flipY ? rect.Top : rect.Bottom;
return Rectangle.FromLTRB(left, top, right, bottom);
}
public DefaultSpriteSequence(ModData modData, string tileSet, SpriteCache cache, ISpriteSequenceLoader loader, string image, string sequence, MiniYaml data, MiniYaml defaults)
{
this.image = image;
Name = sequence;
Loader = loader;
start = LoadField(Start, data, defaults);
shadowStart = LoadField(ShadowStart, data, defaults);
shadowZOffset = LoadField(ShadowZOffset, data, defaults).Length;
zOffset = LoadField(ZOffset, data, defaults).Length;
tick = LoadField(Tick, data, defaults);
transpose = LoadField(Transpose, data, defaults);
frames = LoadField(Frames, data, defaults);
ignoreWorldTint = LoadField(IgnoreWorldTint, data, defaults);
scale = LoadField(Scale, data, defaults);
var flipX = LoadField(FlipX, data, defaults);
var flipY = LoadField(FlipY, data, defaults);
var zRamp = LoadField(ZRamp, data, defaults);
facings = LoadField(Facings, data, defaults);
interpolatedFacings = LoadField(InterpolatedFacings.Key, -1, data, defaults);
if (interpolatedFacings != -1 && (interpolatedFacings <= 1 || interpolatedFacings <= Math.Abs(facings) || interpolatedFacings > 1024
|| !Exts.IsPowerOf2(interpolatedFacings)))
throw new YamlException($"InterpolatedFacings must be greater than Facings, within the range of 2 to 1024, and a power of 2.");
if (facings < 0)
{
reverseFacings = true;
facings = -facings;
}
var offset = LoadField(Offset, data, defaults);
var blendMode = LoadField(BlendMode, data, defaults);
IEnumerable<int> GetUsedFrames(int frameCount)
{
if (LoadField(Length.Key, "", data, defaults) == "*")
length = frames?.Length ?? frameCount - start;
else
length = LoadField(Length, data, defaults);
// Plays the animation forwards, and then in reverse
if (LoadField(Reverses, data, defaults))
{
var frames = this.frames != null ? this.frames.Skip(start).Take(length).ToArray() : Exts.MakeArray(length, i => start + i);
this.frames = frames.Concat(frames.Skip(1).Take(length - 2).Reverse()).ToArray();
length = 2 * length - 2;
start = 0;
}
// Overrides Length with a custom stride
stride = LoadField(Stride.Key, length, data, defaults);
if (length > stride)
throw new YamlException($"Sequence {image}.{sequence}: Length must be <= stride");
if (frames != null && length > frames.Length)
throw new YamlException($"Sequence {image}.{sequence}: Length must be <= Frames.Length");
var end = start + (facings - 1) * stride + length - 1;
if (frames != null)
{
foreach (var f in frames)
if (f < 0 || f >= frameCount)
throw new YamlException($"Sequence {image}.{sequence} defines a Frames override that references frame {f}, but only [{start}..{end}] actually exist");
if (start < 0 || end >= frames.Length)
throw new YamlException($"Sequence {image}.{sequence} uses indices [{start}..{end}] of the Frames list, but only {frames.Length} frames are defined");
}
else if (start < 0 || end >= frameCount)
throw new YamlException($"Sequence {image}.{sequence} uses frames [{start}..{end}], but only [0..{frameCount - 1}] actually exist");
if (shadowStart >= 0 && shadowStart + (facings - 1) * stride + length > frameCount)
throw new YamlException($"Sequence {image}.{sequence}'s shadow frames use frames [{shadowStart}..{shadowStart + (facings - 1) * stride + length - 1}], but only [0..{frameCount - 1}] actually exist");
var usedFrames = new List<int>();
for (var facing = 0; facing < facings; facing++)
{
for (var frame = 0; frame < length; frame++)
{
var i = transpose ? frame % length * facings + facing :
(facing * stride) + (frame % length);
usedFrames.Add(frames != null ? frames[i] : start + i);
}
}
if (shadowStart >= 0)
return usedFrames.Concat(usedFrames.Select(i => i + shadowStart - start));
return usedFrames;
}
var combineNode = data.Nodes.FirstOrDefault(n => n.Key == Combine.Key);
if (combineNode != null)
{
var combined = Enumerable.Empty<Sprite>();
foreach (var combineSequenceNode in combineNode.Value.Nodes)
{
var combineData = combineSequenceNode.Value;
// Allow per-sprite offset, flipping, start, and length
// These shouldn't inherit Start/Offset/etc from the main definition
var subStart = LoadField(Start, combineData, NoData);
var subOffset = LoadField(Offset, combineData, NoData);
var subFlipX = LoadField(FlipX, combineData, NoData);
var subFlipY = LoadField(FlipY, combineData, NoData);
var subFrames = LoadField(Frames, combineData, NoData);
var subLength = 0;
IEnumerable<int> SubGetUsedFrames(int subFrameCount)
{
var combineLengthNode = combineData.Nodes.FirstOrDefault(n => n.Key == Length.Key);
if (combineLengthNode?.Value.Value == "*")
subLength = subFrames?.Length ?? subFrameCount - subStart;
else
subLength = LoadField(Length, combineData, NoData);
return subFrames != null ? subFrames.Skip(subStart).Take(subLength) : Enumerable.Range(subStart, subLength);
}
var subFilename = GetSpriteFilename(modData, tileSet, image, sequence, combineData, NoData);
if (subFilename == null)
throw new YamlException($"Sequence {image}.{sequence}.{combineSequenceNode.Key} does not define a filename.");
var subSprites = cache[subFilename, SubGetUsedFrames].Select(s =>
{
if (s == null)
return null;
var bounds = FlipRectangle(s.Bounds, subFlipX, subFlipY);
var dx = subOffset.X + offset.X + (subFlipX ? -s.Offset.X : s.Offset.X);
var dy = subOffset.Y + offset.Y + (subFlipY ? -s.Offset.Y : s.Offset.Y);
var dz = subOffset.Z + offset.Z + s.Offset.Z + zRamp * dy;
return new Sprite(s.Sheet, bounds, zRamp, new float3(dx, dy, dz), s.Channel, blendMode);
}).ToList();
var frames = subFrames != null ? subFrames.Skip(subStart).Take(subLength).ToArray() : Exts.MakeArray(subLength, i => subStart + i);
combined = combined.Concat(frames.Select(i => subSprites[i]));
}
sprites = combined.ToArray();
GetUsedFrames(sprites.Length);
}
else
{
// Apply offset to each sprite in the sequence
// Different sequences may apply different offsets to the same frame
var filename = GetSpriteFilename(modData, tileSet, image, sequence, data, defaults);
if (filename == null)
throw new YamlException($"Sequence {image}.{sequence} does not define a filename.");
sprites = cache[filename, GetUsedFrames].Select(s =>
{
if (s == null)
return null;
var bounds = FlipRectangle(s.Bounds, flipX, flipY);
var dx = offset.X + (flipX ? -s.Offset.X : s.Offset.X);
var dy = offset.Y + (flipY ? -s.Offset.Y : s.Offset.Y);
var dz = offset.Z + s.Offset.Z + zRamp * dy;
return new Sprite(s.Sheet, bounds, zRamp, new float3(dx, dy, dz), s.Channel, blendMode);
}).ToArray();
}
alpha = LoadField(Alpha, data, defaults);
if (alpha != null)
{
if (alpha.Length == 1)
alpha = Exts.MakeArray(length, _ => alpha[0]);
else if (alpha.Length != length)
throw new YamlException($"Sequence {image}.{sequence} must define either 1 or {length} Alpha values.");
}
if (LoadField(AlphaFade, data, defaults))
{
if (alpha != null)
throw new YamlException($"Sequence {image}.{sequence} cannot define both AlphaFade and Alpha.");
alpha = Exts.MakeArray(length, i => float2.Lerp(1f, 0f, i / (length - 1f)));
}
var depthSprite = LoadField(DepthSprite, data, defaults);
if (!string.IsNullOrEmpty(depthSprite))
{
var depthSpriteFrame = LoadField(DepthSpriteFrame, data, defaults);
var depthOffset = LoadField(DepthSpriteOffset, data, defaults);
IEnumerable<int> GetDepthFrame(int _) => new[] { depthSpriteFrame };
var ds = cache[depthSprite, GetDepthFrame][depthSpriteFrame];
sprites = sprites.Select(s =>
{
if (s == null)
return null;
var cw = (ds.Bounds.Left + ds.Bounds.Right) / 2 + (int)(s.Offset.X + depthOffset.X);
var ch = (ds.Bounds.Top + ds.Bounds.Bottom) / 2 + (int)(s.Offset.Y + depthOffset.Y);
var w = s.Bounds.Width / 2;
var h = s.Bounds.Height / 2;
var r = Rectangle.FromLTRB(cw - w, ch - h, cw + w, ch + h);
return new SpriteWithSecondaryData(s, ds.Sheet, r, ds.Channel);
}).ToArray();
}
if (LoadField(HasEmbeddedPalette, data, defaults))
{
var filename = GetSpriteFilename(modData, tileSet, image, sequence, data, defaults);
if (filename == null)
throw new YamlException($"Sequence {image}.{sequence} does not define a filename.");
var metadata = cache.FrameMetadata(filename);
var i = frames != null ? frames[0] : start;
var palettes = metadata?.GetOrDefault<EmbeddedSpritePalette>();
if (palettes == null || !palettes.TryGetPaletteForFrame(i, out EmbeddedPalette))
throw new YamlException($"Cannot export palette from {filename}: frame {i} does not define an embedded palette.");
}
var boundSprites = SpriteBounds(sprites, frames, start, facings, length, stride, transpose);
if (shadowStart > 0)
boundSprites = boundSprites.Concat(SpriteBounds(sprites, frames, shadowStart, facings, length, stride, transpose));
Bounds = boundSprites.Union();
}
/// <summary>Returns the bounds of all of the sprites that can appear in this animation</summary>
static IEnumerable<Rectangle> SpriteBounds(Sprite[] sprites, int[] frames, int start, int facings, int length, int stride, bool transpose)
{
for (var facing = 0; facing < facings; facing++)
{
for (var frame = 0; frame < length; frame++)
{
var i = transpose ? frame % length * facings + facing :
(facing * stride) + (frame % length);
var s = frames != null ? sprites[frames[i]] : sprites[start + i];
if (!s.Bounds.IsEmpty)
yield return new Rectangle(
(int)(s.Offset.X - s.Size.X / 2),
(int)(s.Offset.Y - s.Size.Y / 2),
s.Bounds.Width, s.Bounds.Height);
}
}
}
public Sprite GetSprite(int frame)
{
return GetSprite(start, frame, WAngle.Zero);
}
public Sprite GetSprite(int frame, WAngle facing)
{
return GetSprite(start, frame, facing);
}
public (Sprite, WAngle) GetSpriteWithRotation(int frame, WAngle facing)
{
var rotation = WAngle.Zero;
// Note: Error checking is not done here as it is done on load
if (interpolatedFacings != -1)
rotation = Util.GetInterpolatedFacing(facing, Math.Abs(facings), interpolatedFacings);
return (GetSprite(start, frame, facing), rotation);
}
public Sprite GetShadow(int frame, WAngle facing)
{
return shadowStart >= 0 ? GetSprite(shadowStart, frame, facing) : null;
}
protected virtual Sprite GetSprite(int start, int frame, WAngle facing)
{
var f = GetFacingFrameOffset(facing);
if (reverseFacings)
f = (facings - f) % facings;
var i = transpose ? frame % length * facings + f :
(f * stride) + (frame % length);
var j = frames != null ? frames[i] : start + i;
if (sprites[j] == null)
throw new InvalidOperationException($"Attempted to query unloaded sprite from {image}.{Name} start={start} frame={frame} facing={facing}");
return sprites[j];
}
protected virtual int GetFacingFrameOffset(WAngle facing)
{
return Util.IndexFacing(facing, facings);
}
public virtual float GetAlpha(int frame)
{
return alpha?[frame] ?? 1f;
}
}
}