Stardew_Valley_Mods/GeneralMods/CustomNPCFramework/Framework/ModularNPCS/Sprite.cs

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using CustomNPCFramework.Framework.NPCS;
using Microsoft.Xna.Framework.Graphics;
using StardewValley;
namespace CustomNPCFramework.Framework.ModularNpcs
{
/// <summary>Used as a wrapper for the npcs to hold sprite information.</summary>
public class Sprite
{
/// <summary>The actual sprite to draw for the npc.</summary>
public AnimatedSprite sprite;
/// <summary>The path to the texture to use for the animated sprite.</summary>
public string relativePath;
/// <summary>Construct an instance.</summary>
/// <param name="relativePath">The relative path to the file.</param>
public Sprite(string relativePath)
{
this.relativePath = relativePath;
try
{
this.sprite = new AnimatedSprite();
Texture2D text = Class1.ModHelper.Content.Load<Texture2D>(this.relativePath);
var reflect = Class1.ModHelper.Reflection.GetField<Texture2D>(this.sprite, "Texture", true);
reflect.SetValue(text);
}
catch
{
this.sprite = new AnimatedSprite();
Texture2D text = Class1.ModHelper.Content.Load<Texture2D>(this.relativePath);
var reflect = Class1.ModHelper.Reflection.GetField<Texture2D>(this.sprite, "Texture", true);
reflect.SetValue(text);
}
this.sprite.SpriteWidth = this.sprite.Texture.Width;
this.sprite.SpriteHeight = this.sprite.Texture.Height;
}
/// <summary>Construct an instance.</summary>
/// <param name="path">Used to hold the path to the asset.</param>
/// <param name="texture">Used to assign the texture to the sprite from a pre-loaded asset.</param>
public Sprite(string path, string texture)
{
this.relativePath = path;
this.sprite = new AnimatedSprite(texture);
this.sprite.SpriteWidth = this.sprite.Texture.Width;
this.sprite.SpriteHeight = this.sprite.Texture.Height;
}
/// <summary>Sets the npc's portrait to be this portrait texture.</summary>
public void setCharacterSpriteFromThis(ExtendedNpc npc)
{
npc.Sprite = this.sprite;
}
/// <summary>Reloads the texture for the NPC portrait.</summary>
public void reload()
{
var text = Class1.ModHelper.Reflection.GetField<Texture2D>(this.sprite.Texture, "Texture", true);
Texture2D loaded = Class1.ModHelper.Content.Load<Texture2D>(this.relativePath);
text.SetValue(loaded);
}
/// <summary>Set's the npc's sprites to face left IF and only if there is a non-null modular Renderer attached to the npc.</summary>
public void setLeft(ExtendedNpc npc)
{
npc.characterRenderer?.setLeft();
}
/// <summary>Set's the npc's sprites to face left IF and only if there is a non-null modular Renderer attached to the npc.</summary>
public void setRight(ExtendedNpc npc)
{
npc.characterRenderer?.setRight();
}
/// <summary>Set's the npc's sprites to face left IF and only if there is a non-null modular Renderer attached to the npc.</summary>
public void setDown(ExtendedNpc npc)
{
npc.characterRenderer?.setDown();
}
/// <summary>Set's the npc's sprites to face left IF and only if there is a non-null modular Renderer attached to the npc.</summary>
public void setUp(ExtendedNpc npc)
{
npc.characterRenderer?.setUp();
}
}
}