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

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C#
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using CustomNPCFramework.Framework.ModularNPCS.ModularRenderers;
using CustomNPCFramework.Framework.NPCS;
using Microsoft.Xna.Framework.Graphics;
using StardewValley;
using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using System.Threading.Tasks;
namespace CustomNPCFramework.Framework.ModularNPCS
{
public class Sprite
{
public AnimatedSprite sprite;
public string relativePath;
/// <summary>
/// A class for handling character sprites.
/// </summary>
/// <param name="path">The full path to the file.</param>
public Sprite(string path)
{
try
{
this.relativePath = Class1.getShortenedDirectory(path);
}
catch(Exception err)
{
this.relativePath = path;
}
try
{
this.sprite = new AnimatedSprite(Class1.ModHelper.Content.Load<Texture2D>(this.relativePath));
}
catch(Exception err)
{
this.sprite = new AnimatedSprite(Class1.ModHelper.Content.Load<Texture2D>(this.relativePath+".png"));
}
this.sprite.spriteWidth = this.sprite.Texture.Width;
this.sprite.spriteHeight = this.sprite.Texture.Height;
}
/// <summary>
/// Constructor.
/// </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, Texture2D 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>
/// <param name="npc"></param>
public void setCharacterSpriteFromThis(ExtendedNPC npc)
{
npc.Sprite = this.sprite;
}
/// <summary>
/// Reloads the texture for the NPC portrait.
/// </summary>
public void reload()
{
this.sprite.Texture = Class1.ModHelper.Content.Load<Texture2D>(this.relativePath);
}
/// <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>
/// <param name="npc"></param>
public void setLeft(ExtendedNPC npc)
{
if (npc.characterRenderer == null)
{
return;
}
else 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>
/// <param name="npc"></param>
public void setRight(ExtendedNPC npc)
{
if (npc.characterRenderer == null)
{
return;
}
else 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>
/// <param name="npc"></param>
public void setDown(ExtendedNPC npc)
{
if (npc.characterRenderer == null)
{
return;
}
else 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>
/// <param name="npc"></param>
public void setUp(ExtendedNPC npc)
{
if (npc.characterRenderer == null)
{
return;
}
else npc.characterRenderer.setUp();
}
}
}