Stardew_Valley_Mods/GeneralMods/StardustCore/Animations/AnimationManager.cs

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C#
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using Microsoft.Xna.Framework;
using Microsoft.Xna.Framework.Graphics;
using StardewModdingAPI;
using StardewValley;
using StardustCore.UIUtilities;
using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using System.Threading.Tasks;
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 Dictionary<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;
bool enabled;
/// <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)
{
currentAnimationListIndex = 0;
this.objectTexture = ObjectTexture;
this.defaultDrawFrame = DefaultFrame;
this.enabled = EnabledByDefault;
currentAnimation = this.defaultDrawFrame;
}
public AnimationManager(Texture2DExtended ObjectTexture,Animation DefaultFrame ,Dictionary<string, List<Animation>> animationsToPlay, string startingAnimationKey, int startingAnimationFrame=0,bool EnabledByDefault=true)
{
currentAnimationListIndex = 0;
this.objectTexture = ObjectTexture;
this.defaultDrawFrame = DefaultFrame;
this.enabled = EnabledByDefault;
this.animations = animationsToPlay;
bool f = animations.TryGetValue(startingAnimationKey, out currentAnimationList);
if (f == true) {
setAnimation(startingAnimationKey, startingAnimationFrame);
}
else currentAnimation = this.defaultDrawFrame;
}
/// <summary>
/// Update the animation frame once after drawing the object.
/// </summary>
public void tickAnimation()
{
try
{
if (this.currentAnimation.frameDuration == -1 || this.enabled == false || this.currentAnimation == this.defaultDrawFrame) return; //This is if this is a default animation or the animation stops here.
if (this.currentAnimation.frameCountUntilNextAnimation == 0) getNextAnimation();
this.currentAnimation.tickAnimationFrame();
}
catch(Exception err)
{
ModCore.ModMonitor.Log("An internal error occured when trying to tick the animation.");
ModCore.ModMonitor.Log(err.ToString(), StardewModdingAPI.LogLevel.Error);
}
}
/// <summary>
/// Get the next animation in the list of animations.
/// </summary>
public void getNextAnimation()
{
currentAnimationListIndex++;
if(currentAnimationListIndex==currentAnimationList.Count) //If the animation frame I'm tryting to get is 1 outside my list length, reset the list.
{
currentAnimationListIndex = 0;
}
//Get the next animation from the list and reset it's counter to the starting frame value.
this.currentAnimation = currentAnimationList[currentAnimationListIndex];
this.currentAnimation.startAnimation();
}
/// <summary>
/// Gets the animation from the dictionary of all animations available.
/// </summary>
/// <param name="AnimationName"></param>
/// <param name="StartingFrame"></param>
/// <returns></returns>
public bool setAnimation(string AnimationName, int StartingFrame=0)
{
List<Animation> dummyList = new List<Animation>();
bool f = animations.TryGetValue(AnimationName, out dummyList);
if (f == true)
{
if (dummyList.Count != 0 || StartingFrame>=dummyList.Count)
{
currentAnimationList = dummyList;
currentAnimation = currentAnimationList[StartingFrame];
currentAnimationName = AnimationName;
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>
/// 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(var v in array)
{
2017-09-14 08:11:05 +08:00
// Log.AsyncC(v);
string[] AnimationArray = v.Split(' ');
if (parsedDic.ContainsKey(AnimationArray[0]))
{
List<Animation> aniList = new List<Animation>();
aniList = parseAnimationFromString(v);
foreach(var ani in aniList) {
parsedDic[AnimationArray[0]].Add(ani);
}
}
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(var 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(Exception err)
{
err.ToString();
continue;
}
}
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());
}
}
}
}