Fixed modular npc breathing.
This commit is contained in:
parent
bd6e479b4f
commit
5c1f09b266
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@ -2,6 +2,7 @@
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using CustomNPCFramework.Framework.Graphics;
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using CustomNPCFramework.Framework.ModularNPCS;
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using CustomNPCFramework.Framework.ModularNPCS.CharacterAnimationBases;
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using CustomNPCFramework.Framework.ModularNPCS.ColorCollections;
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using CustomNPCFramework.Framework.NPCS;
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using CustomNPCFramework.Framework.Utilities;
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using Microsoft.Xna.Framework;
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@ -37,8 +38,8 @@ namespace CustomNPCFramework
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/// Load in the assets and go go go.
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/// -Collect a bunch of assets together to test this thing.
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///
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/// Fix modular npc breathing.
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/// Find way to make sideways shirts render correctly.
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/// </summary>
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@ -110,7 +111,7 @@ namespace CustomNPCFramework
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/// <param name="e"></param>
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private void SaveEvents_LoadChar(object sender, EventArgs e)
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{
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ExtendedNPC myNpc3 = assetPool.generateNPC(Genders.female, 0, 1);
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ExtendedNPC myNpc3 = assetPool.generateNPC(Genders.female, 0, 1,new StandardColorCollection(null, null, Color.Blue, null, Color.Yellow, null));
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MerchantNPC merch = new MerchantNPC(new List<Item>()
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{
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new StardewValley.Object(475,999)
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@ -59,6 +59,7 @@
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<Compile Include="Framework\ModularNPCS\CharacterAnimationBases\StandardCharacterAnimation.cs" />
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<Compile Include="Framework\ModularNPCS\CharacterAnimationBases\CharacterAnimationBase.cs" />
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<Compile Include="Framework\Enums\Direction.cs" />
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<Compile Include="Framework\ModularNPCS\ColorCollections\StandardColorCollection.cs" />
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<Compile Include="Framework\ModularNPCS\ModularRenderers\AnimationKeys.cs" />
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<Compile Include="Framework\ModularNPCS\ModularRenderers\BasicRenderer.cs" />
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<Compile Include="Framework\ModularNPCS\Portrait.cs" />
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@ -2,6 +2,7 @@
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using CustomNPCFramework.Framework.Enums;
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using CustomNPCFramework.Framework.ModularNPCS;
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using CustomNPCFramework.Framework.ModularNPCS.CharacterAnimationBases;
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using CustomNPCFramework.Framework.ModularNPCS.ColorCollections;
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using CustomNPCFramework.Framework.ModularNPCS.ModularRenderers;
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using CustomNPCFramework.Framework.NPCS;
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using StardewValley;
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@ -121,7 +122,7 @@ namespace CustomNPCFramework.Framework.Graphics
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return getAnimatedSpriteCollectionFromAssets(pair.leftString, pair.rightString, pair.upString, pair.downString);
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}
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public StandardCharacterAnimation GetStandardCharacterAnimation(NamePairings BodySprites, NamePairings EyeSprites, NamePairings HairSprites, NamePairings ShirtsSprites, NamePairings PantsSprites, NamePairings ShoesSprites,List<NamePairings> AccessoriesSprites)
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public StandardCharacterAnimation GetStandardCharacterAnimation(NamePairings BodySprites, NamePairings EyeSprites, NamePairings HairSprites, NamePairings ShirtsSprites, NamePairings PantsSprites, NamePairings ShoesSprites,List<NamePairings> AccessoriesSprites,StandardColorCollection DrawColors=null)
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{
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var body = getAnimatedSpriteCollectionFromAssets(BodySprites);
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var eyes = getAnimatedSpriteCollectionFromAssets(EyeSprites);
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@ -134,7 +135,8 @@ namespace CustomNPCFramework.Framework.Graphics
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{
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accessories.Add(getAnimatedSpriteCollectionFromAssets(v));
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}
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return new StandardCharacterAnimation(body,eyes,hair,shirts,pants,shoes,accessories);
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if (DrawColors == null) DrawColors = new StandardColorCollection();
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return new StandardCharacterAnimation(body,eyes,hair,shirts,pants,shoes,accessories,DrawColors);
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}
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public List<AssetSheet> getListOfApplicableBodyParts(string assetManagerName,Genders gender, Seasons season, PartType type)
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@ -150,7 +152,7 @@ namespace CustomNPCFramework.Framework.Graphics
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/// <param name="gender"></param>
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/// <param name="minNumOfAccessories"></param>
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/// <param name="maxNumOfAccessories"></param>
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public ExtendedNPC generateNPC(Genders gender, int minNumOfAccessories, int maxNumOfAccessories)
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public ExtendedNPC generateNPC(Genders gender, int minNumOfAccessories, int maxNumOfAccessories, StandardColorCollection DrawColors=null)
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{
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Seasons myseason=Seasons.spring;
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@ -291,27 +293,28 @@ namespace CustomNPCFramework.Framework.Graphics
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{
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accessorySheet.Add(accessoryList.ElementAt(v));
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}
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var render = generateBasicRenderer(bodySheet, eyesSheet, hairSheet, shirtSheet, pantsSheet, shoesSheet, accessorySheet);
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if (DrawColors == null) DrawColors = new StandardColorCollection();
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var render = generateBasicRenderer(bodySheet, eyesSheet, hairSheet, shirtSheet, pantsSheet, shoesSheet, accessorySheet,DrawColors);
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ExtendedNPC npc = new ExtendedNPC(new Sprite(getDefaultSpriteImage(bodySheet)), render, new Microsoft.Xna.Framework.Vector2(13, 15) * Game1.tileSize, 2, NPCNames.getRandomNPCName(gender));
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return npc;
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}
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public virtual BasicRenderer generateBasicRenderer(AssetSheet bodySheet, AssetSheet eyesSheet, AssetSheet hairSheet, AssetSheet shirtSheet, AssetSheet pantsSheet, AssetSheet shoesSheet, List<AssetSheet> accessorySheet)
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public virtual BasicRenderer generateBasicRenderer(AssetSheet bodySheet, AssetSheet eyesSheet, AssetSheet hairSheet, AssetSheet shirtSheet, AssetSheet pantsSheet, AssetSheet shoesSheet, List<AssetSheet> accessorySheet, StandardColorCollection DrawColors=null)
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{
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if (DrawColors == null) DrawColors = new StandardColorCollection();
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//Get all of the appropriate animations.
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AnimationType type = AnimationType.standing;
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var standingAnimation = generateCharacterAnimation(bodySheet, eyesSheet, hairSheet, shirtSheet, pantsSheet, shoesSheet, accessorySheet, type);
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var standingAnimation = generateCharacterAnimation(bodySheet, eyesSheet, hairSheet, shirtSheet, pantsSheet, shoesSheet, accessorySheet, type,DrawColors);
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type = AnimationType.walking;
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var movingAnimation = generateCharacterAnimation(bodySheet, eyesSheet, hairSheet, shirtSheet, pantsSheet, shoesSheet, accessorySheet, type);
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var movingAnimation = generateCharacterAnimation(bodySheet, eyesSheet, hairSheet, shirtSheet, pantsSheet, shoesSheet, accessorySheet, type,DrawColors);
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type = AnimationType.swimming;
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var swimmingAnimation = generateCharacterAnimation(bodySheet, eyesSheet, hairSheet, shirtSheet, pantsSheet, shoesSheet, accessorySheet, type);
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var swimmingAnimation = generateCharacterAnimation(bodySheet, eyesSheet, hairSheet, shirtSheet, pantsSheet, shoesSheet, accessorySheet, type,DrawColors);
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BasicRenderer render = new BasicRenderer(standingAnimation, movingAnimation, swimmingAnimation);
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return render;
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}
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public virtual StandardCharacterAnimation generateCharacterAnimation(AssetSheet body, AssetSheet eyes, AssetSheet hair, AssetSheet shirt, AssetSheet pants, AssetSheet shoes,List<AssetSheet> accessories, AnimationType animationType)
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public virtual StandardCharacterAnimation generateCharacterAnimation(AssetSheet body, AssetSheet eyes, AssetSheet hair, AssetSheet shirt, AssetSheet pants, AssetSheet shoes,List<AssetSheet> accessories, AnimationType animationType, StandardColorCollection DrawColors=null)
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{
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var bodySprite = getSpriteCollectionFromSheet(body, animationType);
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var eyesSprite = getSpriteCollectionFromSheet(eyes, animationType);
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@ -325,7 +328,8 @@ namespace CustomNPCFramework.Framework.Graphics
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AnimatedSpriteCollection acc = getSpriteCollectionFromSheet(v, AnimationType.standing);
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accessoryCollection.Add(acc);
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}
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StandardCharacterAnimation standingAnimation = new StandardCharacterAnimation(bodySprite, eyesSprite, hairSprite, shirtSprite, pantsSprite, shoesSprite, accessoryCollection);
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if (DrawColors == null) DrawColors = new StandardColorCollection();
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StandardCharacterAnimation standingAnimation = new StandardCharacterAnimation(bodySprite, eyesSprite, hairSprite, shirtSprite, pantsSprite, shoesSprite, accessoryCollection,DrawColors);
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return standingAnimation;
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}
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@ -1,4 +1,5 @@
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using CustomNPCFramework.Framework.NPCS;
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using CustomNPCFramework.Framework.ModularNPCS.ColorCollections;
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using CustomNPCFramework.Framework.NPCS;
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using Microsoft.Xna.Framework;
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using Microsoft.Xna.Framework.Graphics;
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using StardewValley;
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@ -18,9 +19,10 @@ namespace CustomNPCFramework.Framework.ModularNPCS.CharacterAnimationBases
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public AnimatedSpriteCollection shirt;
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public AnimatedSpriteCollection pants;
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public AnimatedSpriteCollection shoes;
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public StandardColorCollection drawColors;
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public List<AnimatedSpriteCollection> accessories;
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public StandardCharacterAnimation(AnimatedSpriteCollection bodyAnimation, AnimatedSpriteCollection eyeAnimation, AnimatedSpriteCollection hairAnimation, AnimatedSpriteCollection shirtAnimation, AnimatedSpriteCollection pantsAnimation, AnimatedSpriteCollection shoesAnimation,List<AnimatedSpriteCollection> accessoriesWithAnimations) :base()
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public StandardCharacterAnimation(AnimatedSpriteCollection bodyAnimation, AnimatedSpriteCollection eyeAnimation, AnimatedSpriteCollection hairAnimation, AnimatedSpriteCollection shirtAnimation, AnimatedSpriteCollection pantsAnimation, AnimatedSpriteCollection shoesAnimation,List<AnimatedSpriteCollection> accessoriesWithAnimations, StandardColorCollection DrawColors) :base()
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{
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this.body = bodyAnimation;
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this.hair = hairAnimation;
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@ -29,6 +31,7 @@ namespace CustomNPCFramework.Framework.ModularNPCS.CharacterAnimationBases
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this.pants = pantsAnimation;
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this.shoes = shoesAnimation;
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this.accessories = accessoriesWithAnimations;
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this.drawColors = DrawColors;
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}
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public override void setLeft()
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@ -152,12 +155,12 @@ namespace CustomNPCFramework.Framework.ModularNPCS.CharacterAnimationBases
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public override void draw(SpriteBatch b, Vector2 screenPosition, float layerDepth, int xOffset, int yOffset, Color c, bool flip = false, float scale = 1f, float rotation = 0.0f, bool characterSourceRectOffset = false)
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{
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// b.Draw(this.currentSprite.Texture, screenPosition, new Rectangle?(new Rectangle(this.currentSprite.sourceRect.X + xOffset, this.currentSprite.sourceRect.Y + yOffset, this.currentSprite.sourceRect.Width, this.currentSprite.sourceRect.Height)), c, rotation, characterSourceRectOffset ? new Vector2((float)(this.currentSprite.spriteWidth / 2), (float)((double)this.currentSprite.spriteHeight * 3.0 / 4.0)) : Vector2.Zero, scale, flip || this.currentSprite.currentAnimation != null && this.currentSprite.currentAnimation[this.currentSprite.currentAnimationIndex].flip ? SpriteEffects.FlipHorizontally : SpriteEffects.None, layerDepth);
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this.body.draw(b, screenPosition, layerDepth, xOffset, yOffset, c, flip, scale, rotation, characterSourceRectOffset);
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this.hair.draw(b, screenPosition, layerDepth, xOffset, yOffset, c, flip, scale, rotation, characterSourceRectOffset);
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this.eyes.draw(b, screenPosition, layerDepth, xOffset, yOffset, c, flip, scale, rotation, characterSourceRectOffset);
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this.shirt.draw(b, screenPosition, layerDepth, xOffset, yOffset, c, flip, scale, rotation, characterSourceRectOffset);
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this.pants.draw(b, screenPosition, layerDepth, xOffset, yOffset, c, flip, scale, rotation, characterSourceRectOffset);
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this.shoes.draw(b, screenPosition, layerDepth, xOffset, yOffset, c, flip, scale, rotation, characterSourceRectOffset);
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this.body.draw(b, screenPosition, layerDepth, xOffset, yOffset, StandardColorCollection.colorMult(c,this.drawColors.bodyColor), flip, scale, rotation, characterSourceRectOffset);
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this.hair.draw(b, screenPosition, layerDepth, xOffset, yOffset, StandardColorCollection.colorMult(c, this.drawColors.hairColor), flip, scale, rotation, characterSourceRectOffset);
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this.eyes.draw(b, screenPosition, layerDepth, xOffset, yOffset, StandardColorCollection.colorMult(c, this.drawColors.eyeColor), flip, scale, rotation, characterSourceRectOffset);
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this.shirt.draw(b, screenPosition, layerDepth, xOffset, yOffset, StandardColorCollection.colorMult(c, this.drawColors.shirtColor), flip, scale, rotation, characterSourceRectOffset);
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this.pants.draw(b, screenPosition, layerDepth, xOffset, yOffset, StandardColorCollection.colorMult(c, this.drawColors.bottomsColor), flip, scale, rotation, characterSourceRectOffset);
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this.shoes.draw(b, screenPosition, layerDepth, xOffset, yOffset, StandardColorCollection.colorMult(c, this.drawColors.shoesColor), flip, scale, rotation, characterSourceRectOffset);
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foreach(var accessory in this.accessories)
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{
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accessory.draw(b, screenPosition, layerDepth, xOffset, yOffset, c, flip, scale, rotation, characterSourceRectOffset);
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Vector2 generalOffset = new Vector2(0, 1*Game1.tileSize); //Puts the sprite at the correct positioning.
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float smallOffset = 0.001f;
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float tinyOffset = 0.0001f;
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this.body.draw(b, npc, position-generalOffset, sourceRectangle, color, alpha, origin, scale, effects, layerDepth + smallOffset);
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this.eyes.draw(b, npc, position - generalOffset, sourceRectangle, color, alpha, origin, scale, effects, layerDepth + smallOffset+(tinyOffset *1));
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this.hair.draw(b, npc, position-generalOffset, sourceRectangle, color, alpha, origin, scale, effects, layerDepth + smallOffset+(tinyOffset *2));
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this.shirt.draw(b, npc, position-generalOffset, sourceRectangle, color, alpha, origin, scale, effects, layerDepth + smallOffset+(tinyOffset*3));
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this.pants.draw(b, npc, position-generalOffset, sourceRectangle, color, alpha, origin, scale, effects, layerDepth + smallOffset+(tinyOffset*4));
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this.shoes.draw(b, npc, position-generalOffset, sourceRectangle, color, alpha, origin, scale, effects, layerDepth + smallOffset+(tinyOffset*5));
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//Class1.ModMonitor.Log((position - generalOffset).ToString());
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float num = Math.Max(0.0f, (float)(Math.Ceiling(Math.Sin(Game1.currentGameTime.TotalGameTime.TotalMilliseconds / 600.0 + (double)npc.DefaultPosition.X * 20.0)) / 4.0));
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this.body.draw(b, npc, position-generalOffset, sourceRectangle, StandardColorCollection.colorMult(color, this.drawColors.bodyColor), alpha, origin, scale*Game1.pixelZoom, effects, layerDepth + smallOffset);
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this.eyes.draw(b, npc, position - generalOffset, sourceRectangle, StandardColorCollection.colorMult(color, this.drawColors.eyeColor), alpha, origin, scale*Game1.pixelZoom, effects, layerDepth + smallOffset+(tinyOffset *1));
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this.hair.draw(b, npc, position-generalOffset, sourceRectangle, StandardColorCollection.colorMult(color, this.drawColors.hairColor), alpha, origin, scale*Game1.pixelZoom, effects, layerDepth + smallOffset+(tinyOffset *2));
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if (num > 0.0f)
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{
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Vector2 shirtOffset = new Vector2((1 * Game1.tileSize) / 4, (1 * Game1.tileSize) / 4);
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this.shirt.draw(b, npc, position - generalOffset, sourceRectangle, StandardColorCollection.colorMult(color, this.drawColors.shirtColor), alpha, new Vector2(0.5f,1), scale * Game1.pixelZoom + num, effects, layerDepth + smallOffset + (tinyOffset * 3));
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}
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else
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{
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this.shirt.draw(b, npc, position - generalOffset, sourceRectangle, StandardColorCollection.colorMult(color, this.drawColors.shirtColor), alpha, origin, scale * Game1.pixelZoom, effects, layerDepth + smallOffset + (tinyOffset * 3));
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}
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this.pants.draw(b, npc, position-generalOffset, sourceRectangle, StandardColorCollection.colorMult(color, this.drawColors.bottomsColor), alpha, origin, scale*Game1.pixelZoom, effects, layerDepth + smallOffset+(tinyOffset*4));
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this.shoes.draw(b, npc, position-generalOffset, sourceRectangle, StandardColorCollection.colorMult(color, this.drawColors.shoesColor), alpha, origin, scale*Game1.pixelZoom, effects, layerDepth + smallOffset+(tinyOffset*5));
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foreach(var accessory in this.accessories)
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{
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accessory.draw(b, npc, position-generalOffset, sourceRectangle, color, alpha, origin, scale, effects, layerDepth +0.0006f);
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@ -0,0 +1,79 @@
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using Microsoft.Xna.Framework;
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using System;
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using System.Collections.Generic;
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using System.Linq;
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using System.Text;
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using System.Threading.Tasks;
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namespace CustomNPCFramework.Framework.ModularNPCS.ColorCollections
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{
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/// <summary>
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/// Collection of colors to be used for the StandardCharacterAnimation object.
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/// </summary>
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public class StandardColorCollection
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{
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public Color bodyColor;
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public Color eyeColor;
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public Color hairColor;
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public Color shirtColor;
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public Color bottomsColor;
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public Color shoesColor;
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/// <summary>
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/// Default constrctor that sets all of the draw colors to white.
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/// </summary>
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public StandardColorCollection()
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{
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defaultColor(this.bodyColor);
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defaultColor(this.eyeColor);
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defaultColor(this.hairColor);
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defaultColor(this.shirtColor);
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defaultColor(this.bottomsColor);
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defaultColor(this.shoesColor);
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}
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/// <summary>
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/// Constructor that takes different colors as parameters.
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/// </summary>
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/// <param name="BodyColor">Color for the body texture.</param>
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/// <param name="EyeColor">Color for the eyes texture.</param>
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/// <param name="HairColor">Color for the hair texture.</param>
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/// <param name="ShirtColor">Color for the shirt texture.</param>
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/// <param name="BottomsColor">Color for the bottoms texture.</param>
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/// <param name="ShoesColor">Color for the shoes texture.</param>
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public StandardColorCollection(Color? BodyColor, Color? EyeColor, Color? HairColor, Color? ShirtColor, Color? BottomsColor, Color? ShoesColor)
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{
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this.bodyColor = (Color)BodyColor.GetValueOrDefault(Color.White);
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this.eyeColor = (Color)EyeColor.GetValueOrDefault(Color.White);
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this.hairColor = (Color)HairColor.GetValueOrDefault(Color.White);
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this.shirtColor = (Color)ShirtColor.GetValueOrDefault(Color.White);
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this.bottomsColor = (Color)BottomsColor.GetValueOrDefault(Color.White);
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this.shoesColor = (Color)ShoesColor.GetValueOrDefault(Color.White);
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defaultColor(this.bodyColor);
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defaultColor(this.eyeColor);
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defaultColor(this.hairColor);
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defaultColor(this.shirtColor);
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defaultColor(this.bottomsColor);
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defaultColor(this.shoesColor);
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}
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/// <summary>
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/// If a color is null, make it white.
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/// </summary>
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/// <param name="color"></param>
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public void defaultColor(Color color)
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{
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if (color == null) color = Color.White;
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}
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public static Color colorMult(Color cBase, Color cMult)
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{
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Vector3 color1 = cBase.ToVector3();
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Vector3 color2 = cMult.ToVector3();
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Vector3 mixColor = color1 * color2;
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Color value = new Color(mixColor);
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return value;
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}
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}
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}
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@ -2,6 +2,7 @@
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using CustomNPCFramework.Framework.NPCS;
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using Microsoft.Xna.Framework;
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using Microsoft.Xna.Framework.Graphics;
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using StardewValley;
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using System;
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using System.Collections.Generic;
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using System.Linq;
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@ -114,6 +115,7 @@ namespace CustomNPCFramework.Framework.ModularNPCS.ModularRenderers
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/// <param name="layerDepth"></param>
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public virtual void draw(SpriteBatch b, ExtendedNPC npc, Vector2 position, Rectangle sourceRectangle, Color color, float alpha, Vector2 origin, float scale, SpriteEffects effects, float layerDepth)
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{
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this.currentAnimation.draw(b, npc, position, sourceRectangle, color, alpha, origin, scale, effects, layerDepth);
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}
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@ -137,9 +139,9 @@ namespace CustomNPCFramework.Framework.ModularNPCS.ModularRenderers
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/// <param name="v2"></param>
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/// <param name="spriteEffects"></param>
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/// <param name="v3"></param>
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public virtual void draw(SpriteBatch b, ExtendedNPC extendedNPC, Vector2 position, Rectangle? v1, Color white, float rotation, Vector2 origin, float v2, SpriteEffects spriteEffects, float v3)
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public virtual void draw(SpriteBatch b, ExtendedNPC extendedNPC, Vector2 position, Rectangle? v1, Color white, float rotation, Vector2 origin, float scale, SpriteEffects spriteEffects, float v3)
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{
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this.draw(b, extendedNPC, position, new Rectangle(0,0,16,32), white, rotation, origin, v2, spriteEffects, v3);
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this.draw(b, extendedNPC, position, new Rectangle(0,0,16,32), white, rotation, origin, scale, spriteEffects, v3);
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}
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}
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}
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@ -456,12 +456,16 @@ namespace CustomNPCFramework.Framework.NPCS
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vector2.Y -= (float)Game1.pixelZoom;
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sourceRect.Height /= 2;
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}
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float num = Math.Max(0.0f, (float)(Math.Ceiling(Math.Sin(Game1.currentGameTime.TotalGameTime.TotalMilliseconds / 600.0 + (double)this.DefaultPosition.X * 20.0)) / 4.0));
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//The actual character drawing to the screen?
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this.characterRenderer.draw(b, this, this.getLocalPosition(Game1.viewport) + (this.shakeTimer > 0 ? new Vector2((float)Game1.random.Next(-1, 2), (float)Game1.random.Next(-1, 2)) : Vector2.Zero), new Microsoft.Xna.Framework.Rectangle?(sourceRect), Color.White * alpha, this.rotation,Vector2.Zero, Math.Max(0.2f, this.scale) * (float)Game1.pixelZoom + num, this.flip ? SpriteEffects.FlipHorizontally : SpriteEffects.None, Math.Max(0.0f, this.drawOnTop ? 0.992f : (float)((double)this.getStandingY() / 10000.0 + 1.0 / 1000.0)));
|
||||
this.characterRenderer.draw(b, this, this.getLocalPosition(Game1.viewport) + (this.shakeTimer > 0 ? new Vector2((float)Game1.random.Next(-1, 2), (float)Game1.random.Next(-1, 2)) : Vector2.Zero), new Microsoft.Xna.Framework.Rectangle?(sourceRect), Color.White * alpha, this.rotation,Vector2.Zero, Math.Max(0.2f, this.scale), this.flip ? SpriteEffects.FlipHorizontally : SpriteEffects.None, Math.Max(0.0f, this.drawOnTop ? 0.992f : (float)((double)this.getStandingY() / 10000.0 + 1.0 / 1000.0)));
|
||||
//this.characterRenderer.draw(b,this, this.getLocalPosition(Game1.viewport) + vector2 + (this.shakeTimer > 0 ? new Vector2((float)Game1.random.Next(-1, 2), (float)Game1.random.Next(-1, 2)) : Vector2.Zero), new Microsoft.Xna.Framework.Rectangle?(sourceRect), Color.White * alpha, this.rotation, new Vector2((float)(sourceRect.Width / 2), (float)(sourceRect.Height / 2 + 1)), Math.Max(0.2f, this.scale) * (float)Game1.pixelZoom + num, this.flip ? SpriteEffects.FlipHorizontally : SpriteEffects.None, Math.Max(0.0f, this.drawOnTop ? 0.992f : (float)((double)this.getStandingY() / 10000.0 + 1.0 / 1000.0)));
|
||||
//this.characterRenderer.draw(b, this, this.getLocalPosition(Game1.viewport) + vector2 + (this.shakeTimer > 0 ? new Vector2((float)Game1.random.Next(-1, 2), (float)Game1.random.Next(-1, 2)) : Vector2.Zero), new Microsoft.Xna.Framework.Rectangle?(sourceRect), Color.White * alpha, this.rotation, new Vector2((float)(sourceRect.Width / 2), (float)(sourceRect.Height / 2 + 1)), Math.Max(0.2f, this.scale) * (float)Game1.pixelZoom + num, this.flip ? SpriteEffects.FlipHorizontally : SpriteEffects.None, .99f);
|
||||
}
|
||||
else
|
||||
{
|
||||
//float num = Math.Max(0.0f, (float)(Math.Ceiling(Math.Sin(Game1.currentGameTime.TotalGameTime.TotalMilliseconds / 600.0 + (double)this.DefaultPosition.X * 20.0)) / 4.0));
|
||||
this.characterRenderer.draw(b, this, this.getLocalPosition(Game1.viewport) + (this.shakeTimer > 0 ? new Vector2((float)Game1.random.Next(-1, 2), (float)Game1.random.Next(-1, 2)) : Vector2.Zero), new Microsoft.Xna.Framework.Rectangle?(new Microsoft.Xna.Framework.Rectangle()), Color.White * alpha, this.rotation, Vector2.Zero, Math.Max(0.2f, this.scale), this.flip ? SpriteEffects.FlipHorizontally : SpriteEffects.None, Math.Max(0.0f, this.drawOnTop ? 0.992f : (float)((double)this.getStandingY() / 10000.0 + 1.0 / 1000.0)));
|
||||
}
|
||||
|
||||
//Checks if the npc is glowing.
|
||||
if (this.isGlowing)
|
||||
|
|
Loading…
Reference in New Issue