Files
OpenRA/OpenRa.Game/Graphics/Animation.cs
Chris Forbes d954b22f65 fixed #60
2009-11-08 13:53:43 +13:00

114 lines
2.4 KiB
C#

using System;
namespace OpenRa.Game.Graphics
{
class Animation
{
readonly string name;
public Sequence CurrentSequence { get; private set; }
int frame = 0;
bool backwards = false;
bool tickAlways;
public Animation( string name )
{
this.name = name.ToLowerInvariant();
}
public Sprite Image
{
get
{
return backwards
? CurrentSequence.GetSprite(CurrentSequence.End - frame - 1)
: CurrentSequence.GetSprite(frame);
}
}
public float2 Center { get { return 0.25f * new float2(CurrentSequence.GetSprite(0).bounds.Size); } }
public void Play( string sequenceName )
{
PlayThen(sequenceName, () => { });
}
public void PlayBackwards(string sequenceName)
{
PlayBackwardsThen(sequenceName, () => { });
}
public void PlayRepeating( string sequenceName )
{
PlayThen( sequenceName, () => PlayRepeating( sequenceName ) );
}
public void PlayRepeatingPreservingPosition(string sequenceName)
{
var f = frame;
PlayThen(sequenceName, () => PlayRepeating(sequenceName));
frame = f % CurrentSequence.Length;
}
public void ReplaceAnim(string sequenceName)
{
CurrentSequence = SequenceProvider.GetSequence(name, sequenceName);
}
public void PlayThen( string sequenceName, Action after )
{
backwards = false;
tickAlways = false;
CurrentSequence = SequenceProvider.GetSequence( name, sequenceName );
frame = 0;
tickFunc = () =>
{
++frame;
if( frame >= CurrentSequence.Length )
{
frame = CurrentSequence.Length - 1;
tickFunc = () => { };
after();
}
};
}
public void PlayBackwardsThen(string sequenceName, Action after)
{
PlayThen(sequenceName, after);
backwards = true;
}
public void PlayFetchIndex( string sequenceName, Func<int> func )
{
backwards = false;
tickAlways = true;
CurrentSequence = SequenceProvider.GetSequence( name, sequenceName );
frame = func();
tickFunc = () => frame = func();
}
int timeUntilNextFrame;
Action tickFunc;
public void Tick()
{
Tick( 40 ); // tick one frame
}
public void Tick( int t )
{
if( tickAlways )
tickFunc();
else
{
timeUntilNextFrame -= t;
while( timeUntilNextFrame <= 0 )
{
tickFunc();
timeUntilNextFrame += 40; // 25 fps == 40 ms
}
}
}
}
}