Stardew_Valley_Mods/GeneralMods/StardustCore/Animations/AnimationManager.cs

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C#
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using System;
using System.Collections.Generic;
using Microsoft.Xna.Framework;
using Microsoft.Xna.Framework.Graphics;
using Newtonsoft.Json;
using StardewValley;
using StardustCore.UIUtilities;
namespace StardustCore.Animations
{
/// <summary>Used to play animations for Stardust.CoreObject type objects and all objects that extend from it. In draw code of object make sure to use this info instead.</summary>
public class AnimationManager
{
public Dictionary<string, List<Animation>> animations = new SerializableDictionary<string, List<Animation>>();
public string currentAnimationName;
public int currentAnimationListIndex;
public List<Animation> currentAnimationList = new List<Animation>();
public Texture2DExtended objectTexture; ///Might not be necessary if I use the CoreObject texture sheet.
public Animation defaultDrawFrame;
public Animation currentAnimation;
public bool enabled;
public bool loopAnimation;
public string animationDataString;
[JsonIgnore]
public bool requiresUpdate;
public bool IsNull => this.defaultDrawFrame == null && this.objectTexture == null;
public bool hasRecievedUpdateTick;
/// <summary>
/// Checks to see if there is an animation playing.
/// </summary>
public bool IsAnimationPlaying
{
get
{
return !(this.defaultDrawFrame == this.currentAnimation);
}
}
/// <summary>Construct an instance.</summary>
public AnimationManager() { }
/// <summary>Constructor for Animation Manager class.</summary>
/// <param name="ObjectTexture">The texture that will be used for the animation. This is typically the same as the object this class is attached to.</param>
/// <param name="DefaultFrame">This is used if no animations will be available to the animation manager.</param>
/// <param name="EnabledByDefault">Whether or not animations play by default. Default value is true.</param>
public AnimationManager(Texture2DExtended ObjectTexture, Animation DefaultFrame, bool EnabledByDefault = true)
{
this.currentAnimationListIndex = 0;
this.objectTexture = ObjectTexture;
this.defaultDrawFrame = DefaultFrame;
this.enabled = EnabledByDefault;
this.currentAnimation = this.defaultDrawFrame;
this.currentAnimationName = "";
this.animationDataString = "";
}
public AnimationManager(Texture2DExtended ObjectTexture, Animation DefaultFrame, string animationString, string startingAnimationKey, int startingAnimationFrame = 0, bool EnabledByDefault = true)
{
this.currentAnimationListIndex = 0;
this.objectTexture = ObjectTexture;
this.defaultDrawFrame = DefaultFrame;
this.enabled = EnabledByDefault;
this.animationDataString = animationString;
this.animations = parseAnimationsFromXNB(animationString);
if (this.animations.TryGetValue(startingAnimationKey, out this.currentAnimationList))
this.setAnimation(startingAnimationKey, startingAnimationFrame);
else
{
this.currentAnimation = this.defaultDrawFrame;
this.currentAnimationName = "";
}
}
public AnimationManager(Texture2DExtended ObjectTexture, Animation DefaultFrame, Dictionary<string, List<Animations.Animation>> animationString, string startingAnimationKey, int startingAnimationFrame = 0, bool EnabledByDefault = true)
{
this.currentAnimationListIndex = 0;
this.objectTexture = ObjectTexture;
this.defaultDrawFrame = DefaultFrame;
this.enabled = EnabledByDefault;
this.animations = animationString;
if (this.animations.TryGetValue(startingAnimationKey, out this.currentAnimationList))
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{
this.setAnimation(startingAnimationKey, startingAnimationFrame);
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this.playAnimation(startingAnimationKey, true, startingAnimationFrame);
}
else
{
this.currentAnimation = this.defaultDrawFrame;
this.currentAnimationName = "";
}
}
/// <summary>Update the animation frame once after drawing the object.</summary>
public void tickAnimation()
{
try
{
if (this.currentAnimation.frameDuration == -1 || !this.enabled || this.currentAnimation == this.defaultDrawFrame)
return; //This is if this is a default animation or the animation stops here.
if (this.currentAnimation.frameCountUntilNextAnimation == 0)
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this.getNextAnimationFrame();
this.currentAnimation.tickAnimationFrame();
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//this.requiresUpdate = true;
this.hasRecievedUpdateTick = true;
}
catch (Exception err)
{
ModCore.ModMonitor.Log("An internal error occured when trying to tick the animation.");
ModCore.ModMonitor.Log(err.ToString(), StardewModdingAPI.LogLevel.Error);
}
}
public void prepareForNextUpdateTick()
{
this.hasRecievedUpdateTick = false;
}
public bool canTickAnimation()
{
return this.hasRecievedUpdateTick == false;
}
/// <summary>Get the next animation frame in the list of animations.</summary>
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private void getNextAnimationFrame()
{
this.currentAnimationListIndex++;
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if (this.currentAnimationListIndex == this.currentAnimationList.Count)
{ //If the animation frame I'm tryting to get is 1 outside my list length, reset the list.
if (this.loopAnimation)
{
this.currentAnimationListIndex = 0;
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this.currentAnimation = this.currentAnimationList[this.currentAnimationListIndex];
this.currentAnimation.startAnimation();
return;
}
else
{
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//this.requiresUpdate = true;
this.playDefaultAnimation();
return;
}
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}
//Get the next animation from the list and reset it's counter to the starting frame value.
this.currentAnimation = this.currentAnimationList[this.currentAnimationListIndex];
this.currentAnimation.startAnimation();
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//this.requiresUpdate = true;
}
/// <summary>Gets the animation from the dictionary of all animations available.</summary>
/// <param name="AnimationName"></param>
/// <param name="StartingFrame"></param>
public bool setAnimation(string AnimationName, int StartingFrame = 0)
{
if (this.animations.TryGetValue(AnimationName, out List<Animation> dummyList))
{
if (dummyList.Count != 0 || StartingFrame >= dummyList.Count)
{
this.currentAnimationList = dummyList;
this.currentAnimation = this.currentAnimationList[StartingFrame];
this.currentAnimationName = AnimationName;
this.requiresUpdate = true;
return true;
}
else
{
if (dummyList.Count == 0)
ModCore.ModMonitor.Log("Error: Current animation " + AnimationName + " has no animation frames associated with it.");
if (dummyList.Count > dummyList.Count)
ModCore.ModMonitor.Log("Error: Animation frame " + StartingFrame + " is outside the range of provided animations. Which has a maximum count of " + dummyList.Count);
return false;
}
}
else
{
ModCore.ModMonitor.Log("Error setting animation: " + AnimationName + " animation does not exist in list of available animations. Did you make sure to add it in?");
return false;
}
}
/// <summary>
/// Plays the animation for the animation manager.
/// </summary>
/// <param name="AnimationName"></param>
/// <param name="overrideSameAnimation"></param>
/// <param name="StartingFrame"></param>
/// <returns></returns>
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public bool playAnimation(string AnimationName, bool overrideSameAnimation = false, int StartingFrame = 0)
{
if (this.animations.TryGetValue(AnimationName, out List<Animation> dummyList))
{
if (overrideSameAnimation == false)
{
if (this.currentAnimationName == AnimationName) return true;
}
if (dummyList.Count != 0 || StartingFrame >= dummyList.Count)
{
this.currentAnimationList = dummyList;
this.currentAnimation = this.currentAnimationList[StartingFrame];
this.currentAnimationName = AnimationName;
this.currentAnimation.startAnimation();
this.loopAnimation = true;
this.requiresUpdate = true;
return true;
}
else
{
if (dummyList.Count == 0)
ModCore.ModMonitor.Log("Error: Current animation " + AnimationName + " has no animation frames associated with it.");
if (dummyList.Count > dummyList.Count)
ModCore.ModMonitor.Log("Error: Animation frame " + StartingFrame + " is outside the range of provided animations. Which has a maximum count of " + dummyList.Count);
return false;
}
}
else
{
ModCore.ModMonitor.Log("Error setting animation: " + AnimationName + " animation does not exist in list of available animations. Did you make sure to add it in?");
return false;
}
}
/// <summary>
/// Plays the animation for the animation manager only once.
/// </summary>
/// <param name="AnimationName"></param>
/// <param name="overrideSameAnimation"></param>
/// <param name="StartingFrame"></param>
/// <returns></returns>
public bool playAnimationOnce(string AnimationName, bool overrideSameAnimation = false, int StartingFrame = 0)
{
if (this.animations.TryGetValue(AnimationName, out List<Animation> dummyList))
{
if (overrideSameAnimation == false)
{
if (this.currentAnimationName == AnimationName) return true;
}
if (dummyList.Count != 0 || StartingFrame >= dummyList.Count)
{
this.currentAnimationList = dummyList;
this.currentAnimation = this.currentAnimationList[StartingFrame];
this.currentAnimationName = AnimationName;
this.currentAnimation.startAnimation();
this.loopAnimation = false;
this.requiresUpdate = true;
return true;
}
else
{
if (dummyList.Count == 0)
ModCore.ModMonitor.Log("Error: Current animation " + AnimationName + " has no animation frames associated with it.");
if (dummyList.Count > dummyList.Count)
ModCore.ModMonitor.Log("Error: Animation frame " + StartingFrame + " is outside the range of provided animations. Which has a maximum count of " + dummyList.Count);
return false;
}
}
else
{
ModCore.ModMonitor.Log("Error setting animation: " + AnimationName + " animation does not exist in list of available animations. Did you make sure to add it in?");
return false;
}
}
/// <summary>
/// Plays the default animation.
/// </summary>
public void playDefaultAnimation()
{
this.currentAnimation = this.defaultDrawFrame;
this.currentAnimationName = "";
this.currentAnimationListIndex = 0;
this.requiresUpdate = true;
}
/// <summary>Sets the animation manager to an on state, meaning that this animation will update on the draw frame.</summary>
public void enableAnimation()
{
this.enabled = true;
}
/// <summary>Sets the animation manager to an off state, meaning that this animation will no longer update on the draw frame.</summary>
public void disableAnimation()
{
this.enabled = false;
}
public static Dictionary<string, List<Animation>> parseAnimationsFromXNB(string s)
{
string[] array = s.Split('*');
Dictionary<string, List<Animation>> parsedDic = new Dictionary<string, List<Animation>>();
foreach (string v in array)
{
// Log.AsyncC(v);
string[] animationArray = v.Split(' ');
if (parsedDic.ContainsKey(animationArray[0]))
{
List<Animation> animations = parseAnimationFromString(v);
foreach (var animation in animations)
{
parsedDic[animationArray[0]].Add(animation);
}
}
else
{
parsedDic.Add(animationArray[0], new List<Animation>());
List<Animation> aniList = new List<Animation>();
aniList = parseAnimationFromString(v);
foreach (var ani in aniList)
{
parsedDic[animationArray[0]].Add(ani);
}
}
}
return parsedDic;
}
public static List<Animation> parseAnimationFromString(string s)
{
List<Animation> ok = new List<Animation>();
string[] array2 = s.Split('>');
foreach (string q in array2)
{
string[] array = q.Split(' ');
try
{
Animation ani = new Animation(new Rectangle(Convert.ToInt32(array[1]), Convert.ToInt32(array[2]), Convert.ToInt32(array[3]), Convert.ToInt32(array[4])), Convert.ToInt32(array[5]));
// ModCore.ModMonitor.Log(ani.sourceRectangle.ToString());
ok.Add(ani);
}
catch { }
}
return ok;
}
/// <summary>Used to handle general drawing functionality using the animation manager.</summary>
/// <param name="spriteBatch">We need a spritebatch to draw.</param>
/// <param name="texture">The texture to draw.</param>
/// <param name="Position">The onscreen position to draw to.</param>
/// <param name="sourceRectangle">The source rectangle on the texture to draw.</param>
/// <param name="drawColor">The color to draw the thing passed in.</param>
/// <param name="rotation">The rotation of the animation texture being drawn.</param>
/// <param name="origin">The origin of the texture.</param>
/// <param name="scale">The scale of the texture.</param>
/// <param name="spriteEffects">Effects that get applied to the sprite.</param>
/// <param name="LayerDepth">The dept at which to draw the texture.</param>
public void draw(SpriteBatch spriteBatch, Texture2D texture, Vector2 Position, Rectangle? sourceRectangle, Color drawColor, float rotation, Vector2 origin, float scale, SpriteEffects spriteEffects, float LayerDepth)
{
//Log.AsyncC("Animation Manager is working!");
spriteBatch.Draw(texture, Position, sourceRectangle, drawColor, rotation, origin, scale, spriteEffects, LayerDepth);
try
{
this.tickAnimation();
// Log.AsyncC("Tick animation");
}
catch (Exception err)
{
ModCore.ModMonitor.Log(err.ToString());
}
}
/// <summary>
/// Draws the texture to the screen.
/// </summary>
/// <param name="spriteBatch"></param>
/// <param name="texture"></param>
/// <param name="Position"></param>
/// <param name="sourceRectangle"></param>
/// <param name="drawColor"></param>
/// <param name="rotation"></param>
/// <param name="origin"></param>
/// <param name="scale"></param>
/// <param name="spriteEffects"></param>
/// <param name="LayerDepth"></param>
public void draw(SpriteBatch spriteBatch, Texture2D texture, Vector2 Position, Rectangle? sourceRectangle, Color drawColor, float rotation, Vector2 origin, Vector2 scale, SpriteEffects spriteEffects, float LayerDepth)
{
//Log.AsyncC("Animation Manager is working!");
spriteBatch.Draw(texture, Position, sourceRectangle, drawColor, rotation, origin, scale, spriteEffects, LayerDepth);
try
{
this.tickAnimation();
// Log.AsyncC("Tick animation");
}
catch (Exception err)
{
ModCore.ModMonitor.Log(err.ToString());
}
}
/// <summary>
/// Used to draw the current animation to the screen.
/// </summary>
/// <param name="b"></param>
/// <param name="Position"></param>
/// <param name="drawColor"></param>
/// <param name="scale"></param>
/// <param name="flipped"></param>
/// <param name="depth"></param>
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public void draw(SpriteBatch b, Vector2 Position, Color drawColor, float scale, SpriteEffects flipped, float depth)
{
b.Draw(this.objectTexture.texture, Position, this.currentAnimation.sourceRectangle, drawColor, 0f, Vector2.Zero, scale, flipped, depth);
try
{
this.tickAnimation();
// Log.AsyncC("Tick animation");
}
catch (Exception err)
{
ModCore.ModMonitor.Log(err.ToString());
}
}
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public void draw(SpriteBatch b, Vector2 Position, Color drawColor, float scale, float Rotation, SpriteEffects flipped, float depth)
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{
b.Draw(this.objectTexture.texture, Position, this.currentAnimation.sourceRectangle, drawColor, Rotation, Vector2.Zero, scale, flipped, depth);
try
{
this.tickAnimation();
// Log.AsyncC("Tick animation");
}
catch (Exception err)
{
ModCore.ModMonitor.Log(err.ToString());
}
}
/// <summary>
/// Draws the animated texture to the screen.
/// </summary>
/// <param name="b">The Sprite Batch used to draw.</param>
/// <param name="Position">The position to draw the sprite to.</param>
/// <param name="drawColor">The color to draw the sprite to.</param>
/// <param name="scale">The scale for the sprite as a Vector2. (Width,Height)</param>
/// <param name="flipped">If the sprite is flipped.</param>
/// <param name="depth">The depth of the sprite.</param>
public void draw(SpriteBatch b, Vector2 Position, Color drawColor, Vector2 scale, SpriteEffects flipped, float depth)
{
b.Draw(this.objectTexture.texture, Position, this.currentAnimation.sourceRectangle, drawColor, 0f, Vector2.Zero, scale, flipped, depth);
try
{
this.tickAnimation();
// Log.AsyncC("Tick animation");
}
catch (Exception err)
{
ModCore.ModMonitor.Log(err.ToString());
}
}
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public void draw(SpriteBatch b, Vector2 Position, Color drawColor, Vector2 scale, float Rotation, SpriteEffects flipped, float depth)
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{
b.Draw(this.objectTexture.texture, Position, this.currentAnimation.sourceRectangle, drawColor, Rotation, Vector2.Zero, scale, flipped, depth);
try
{
this.tickAnimation();
// Log.AsyncC("Tick animation");
}
catch (Exception err)
{
ModCore.ModMonitor.Log(err.ToString());
}
}
public Texture2DExtended getExtendedTexture()
{
return this.objectTexture;
}
public void setExtendedTexture(Texture2DExtended texture)
{
this.objectTexture = texture;
}
public void setEnabled(bool enabled)
{
this.enabled = enabled;
}
public Texture2D getTexture()
{
return this.objectTexture.getTexture();
}
}
}