Stardew_Valley_Mods/GeneralMods/CustomNPCFramework/Framework/Graphics/AssetManager.cs

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8.4 KiB
C#
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using CustomNPCFramework.Framework.Enums;
using System;
using System.Collections.Generic;
using System.IO;
using System.Linq;
using System.Text;
using System.Threading.Tasks;
namespace CustomNPCFramework.Framework.Graphics
{
public class AssetManager
{
public List<AssetSheet> assets;
public Dictionary<string,string> paths;
/// <summary>
/// Basic constructor.
/// </summary>
public AssetManager()
{
this.assets = new List<AssetSheet>();
this.paths = new Dictionary<string, string>();
}
public AssetManager(Dictionary<string,string> assetsPathsToLoadFrom)
{
this.assets = new List<AssetSheet>();
this.paths = assetsPathsToLoadFrom;
}
/// <summary>
/// Default loading function from hard coded paths.
/// </summary>
public void loadAssets()
{
foreach(var path in this.paths)
{
ProcessDirectory(path.Value);
}
}
/// <summary>
/// Taken from Microsoft c# documented webpages.
/// Process all .json files in the given directory. If there are more nested directories, keep digging to find more .json files. Also allows us to specify a broader directory like Content/Grahphics/ModularNPC/Hair to have multiple hair styles.
/// </summary>
/// <param name="targetDirectory"></param>
private void ProcessDirectory(string targetDirectory)
{
// Process the list of files found in the directory.
string[] files = Directory.GetFiles(targetDirectory, "*.json");
foreach (var file in files)
{
ProcessFile(file,targetDirectory);
}
// Recurse into subdirectories of this directory.
string[] subdirectoryEntries = Directory.GetDirectories(targetDirectory);
foreach (string subdirectory in subdirectoryEntries)
ProcessDirectory(subdirectory);
}
private void ProcessFile(string file,string path)
{
try
{
ExtendedAssetInfo info = ExtendedAssetInfo.readFromJson(file);
AssetSheet sheet = new AssetSheet(info, path);
addAsset(sheet);
}
catch (Exception err)
{
AssetInfo info = AssetInfo.readFromJson(file);
AssetSheet sheet = new AssetSheet(info, path);
addAsset(sheet);
}
}
/// <summary>
/// Add an asset to be handled from the asset manager.
/// </summary>
/// <param name="asset"></param>
public void addAsset(AssetSheet asset)
{
this.assets.Add(asset);
}
/// <summary>
/// Get an individual asset by its name.
/// </summary>
/// <param name="s"></param>
/// <returns></returns>
public AssetSheet getAssetByName(string s)
{
foreach(var v in assets)
{
if (v.assetInfo.assetName == s) return v;
}
return null;
}
/// <summary>
/// Add a new path to the asset manager and create the directory for it.
/// </summary>
/// <param name="path"></param>
public void addPathCreateDirectory(KeyValuePair<string,string> path)
{
this.addPath(path);
string dir = Path.Combine(Class1.ModHelper.DirectoryPath, path.Value);
if (!Directory.Exists(dir))
{
Directory.CreateDirectory(Path.Combine(Class1.ModHelper.DirectoryPath, path.Value));
}
}
/// <summary>
/// Add a path to the dictionary.
/// </summary>
/// <param name="path"></param>
private void addPath(KeyValuePair<string,string> path)
{
this.paths.Add(path.Key, path.Value);
}
/// <summary>
/// Create appropriate directories for the path.
/// </summary>
private void createDirectoriesFromPaths()
{
foreach(var v in paths)
{
Directory.CreateDirectory(Path.Combine(Class1.ModHelper.DirectoryPath,v.Value));
}
}
/// <summary>
/// Returns a list of assets from this manager that match the given critera.
/// </summary>
/// <param name="gender">The criteria we are searching for this time is gender.</param>
/// <returns></returns>
public List<AssetSheet> getListOfAssetsThatMatchThisCriteria(Genders gender)
{
List<AssetSheet> aSheet = new List<AssetSheet>();
foreach(var v in this.assets)
{
if(v.assetInfo is ExtendedAssetInfo)
{
if ((v.assetInfo as ExtendedAssetInfo).gender == gender) aSheet.Add(v);
}
}
return aSheet;
}
public List<AssetSheet> getListOfAssetsThatMatchThisCriteria(PartType type)
{
List<AssetSheet> aSheet = new List<AssetSheet>();
foreach (var v in this.assets)
{
if (v.assetInfo is ExtendedAssetInfo)
{
if ((v.assetInfo as ExtendedAssetInfo).type == type) aSheet.Add(v);
}
}
return aSheet;
}
public List<AssetSheet> getListOfAssetsThatMatchThisCriteria(Genders gender,PartType type)
{
List<AssetSheet> aSheet = new List<AssetSheet>();
foreach (var v in this.assets)
{
if (v.assetInfo is ExtendedAssetInfo)
{
if ((v.assetInfo as ExtendedAssetInfo).type == type && (v.assetInfo as ExtendedAssetInfo).gender == gender) aSheet.Add(v);
}
}
return aSheet;
}
/// <summary>
/// Returns a list of assets from this manager that match the given critera.
/// </summary>
/// <param name="gender">The criteria we are searching for this time is gender.</param>
/// <returns></returns>
public List<AssetSheet> getListOfAssetsThatMatchThisCriteria(Seasons season)
{
List<AssetSheet> aSheet = new List<AssetSheet>();
foreach (var v in this.assets)
{
if (v.assetInfo is ExtendedAssetInfo)
{
foreach (var sea in (v.assetInfo as ExtendedAssetInfo).seasons) {
if (sea == season) aSheet.Add(v);
break; //Only need to find first validation that this is a valid asset.
}
}
}
return aSheet;
}
/// <summary>
/// Get a list of assets that match this criteria of gender and seasons.
/// </summary>
/// <param name="gender"></param>
/// <param name="season"></param>
/// <returns></returns>
public List<AssetSheet> getListOfAssetsThatMatchThisCriteria(Genders gender,Seasons season)
{
List<AssetSheet> aSheet = new List<AssetSheet>();
foreach (var v in this.assets)
{
if (v.assetInfo is ExtendedAssetInfo)
{
foreach (var sea in (v.assetInfo as ExtendedAssetInfo).seasons)
{
if (sea == season && (v.assetInfo as ExtendedAssetInfo).gender==gender) aSheet.Add(v);
break; //Only need to find first validation that this is a valid asset.
}
}
}
return aSheet;
}
public List<AssetSheet> getListOfAssetsThatMatchThisCriteria(Genders gender, Seasons season, PartType type)
{
List<AssetSheet> aSheet = new List<AssetSheet>();
foreach (var v in this.assets)
{
if (v.assetInfo is ExtendedAssetInfo)
{
foreach (var sea in (v.assetInfo as ExtendedAssetInfo).seasons)
{
if (sea == season && (v.assetInfo as ExtendedAssetInfo).gender == gender && (v.assetInfo as ExtendedAssetInfo).type == type) aSheet.Add(v);
break; //Only need to find first validation that this is a valid asset.
}
}
}
return aSheet;
}
}
}