using CustomNPCFramework.Framework.Enums;
using CustomNPCFramework.Framework.NPCS;
using Microsoft.Xna.Framework;
using Microsoft.Xna.Framework.Graphics;
using StardewValley;
namespace CustomNPCFramework.Framework.ModularNpcs
{
/// Used to hold all of the sprites for a single asset such as hair or bodies.
public class AnimatedSpriteCollection
{
/// The left sprite for this sprite asset part.
AnimatedSpriteExtended leftSprite;
/// The right sprite for this sprite asset part.
AnimatedSpriteExtended rightSprite;
/// The up sprite for this sprite asset part.
AnimatedSpriteExtended upSprite;
/// The down sprite for this sprite asset part.
AnimatedSpriteExtended downSprite;
/// The current sprite for this sprite collection. This is one of the four directions for this collection.
public AnimatedSpriteExtended currentSprite;
/// Construct an instance.
/// Left animated sprite for this piece.
/// Right animated sprite for this piece.
/// Up animated sprite for this piece.
/// Down animated sprite for this piece.
/// The sprite's initial facing direction.
public AnimatedSpriteCollection(AnimatedSpriteExtended LeftSprite, AnimatedSpriteExtended RightSprite, AnimatedSpriteExtended UpSprite, AnimatedSpriteExtended DownSprite, Direction startingSpriteDirection)
{
this.leftSprite = LeftSprite;
this.rightSprite = RightSprite;
this.upSprite = UpSprite;
this.downSprite = DownSprite;
switch (startingSpriteDirection)
{
case Direction.down:
this.setDown();
break;
case Direction.left:
this.setLeft();
break;
case Direction.right:
this.setRight();
break;
case Direction.up:
this.setUp();
break;
}
}
/// Reloads all of the directional textures for this texture collection.
public virtual void reload()
{
this.leftSprite.reload();
this.rightSprite.reload();
this.upSprite.reload();
this.downSprite.reload();
}
/// Sets the current sprite direction to face left.
public void setLeft()
{
this.currentSprite = this.leftSprite;
}
/// Sets the current sprite direction to face right.
public void setRight()
{
this.currentSprite = this.rightSprite;
}
/// Sets the current sprite direction to face down.
public void setDown()
{
this.currentSprite = this.downSprite;
}
/// Sets the current sprite direction to face up.
public void setUp()
{
this.currentSprite = this.upSprite;
}
/// Used to draw the sprite to the screen.
public void draw(SpriteBatch b, Vector2 screenPosition, float layerDepth)
{
b.Draw(this.currentSprite.sprite.Texture, screenPosition, new Rectangle?(this.currentSprite.sprite.sourceRect), Color.White, 0.0f, Vector2.Zero, (float)Game1.pixelZoom, this.currentSprite.sprite.currentAnimation == null || !this.currentSprite.sprite.currentAnimation[this.currentSprite.sprite.currentAnimationIndex].flip ? SpriteEffects.None : SpriteEffects.FlipHorizontally, layerDepth);
}
/// Used to draw the sprite to the screen.
public 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)
{
b.Draw(this.currentSprite.sprite.Texture, screenPosition, new Rectangle?(new Rectangle(this.currentSprite.sprite.sourceRect.X + xOffset, this.currentSprite.sprite.sourceRect.Y + yOffset, this.currentSprite.sprite.sourceRect.Width, this.currentSprite.sprite.sourceRect.Height)), c, rotation, characterSourceRectOffset ? new Vector2((float)(this.currentSprite.sprite.SpriteWidth / 2), (float)((double)this.currentSprite.sprite.SpriteHeight * 3.0 / 4.0)) : Vector2.Zero, scale, flip || this.currentSprite.sprite.currentAnimation != null && this.currentSprite.sprite.currentAnimation[this.currentSprite.sprite.currentAnimationIndex].flip ? SpriteEffects.FlipHorizontally : SpriteEffects.None, layerDepth);
}
/// A very verbose asset drawer.
public void draw(SpriteBatch b, ExtendedNpc npc, Vector2 position, Rectangle sourceRectangle, Color color, float alpha, Vector2 origin, float scale, SpriteEffects effects, float layerDepth)
{
//DEFINITELY FIX THIS PART. Something is wrong with how these two functions handle the drawing of my npc to the scene.
//this.draw(b, position, layerDepth);
b.Draw(this.currentSprite.sprite.Texture, position, this.currentSprite.sprite.sourceRect, color, 0.0f, origin, scale, effects, layerDepth);
//b.Draw(this.Sprite.Texture, npc.getLocalPosition(Game1.viewport) + new Vector2((float)(this.sprite.spriteWidth * Game1.pixelZoom / 2), (float)(this.GetBoundingBox().Height / 2)) + (this.shakeTimer > 0 ? new Vector2((float)Game1.random.Next(-1, 2), (float)Game1.random.Next(-1, 2)) : Vector2.Zero), new Microsoft.Xna.Framework.Rectangle?(this.Sprite.SourceRect), Color.White * alpha, this.rotation, new Vector2((float)(this.sprite.spriteWidth / 2), (float)((double)this.sprite.spriteHeight * 3.0 / 4.0)), Math.Max(0.2f, this.scale) * (float)Game1.pixelZoom, this.flip || this.sprite.currentAnimation != null && this.sprite.currentAnimation[this.sprite.currentAnimationIndex].flip ? SpriteEffects.FlipHorizontally : SpriteEffects.None, Math.Max(0.0f, this.drawOnTop ? 0.991f : (float)this.getStandingY() / 10000f));
}
/// Animate the current sprite. Theoreticlly works from index offset to how many frames
/// The delay in milliseconds between frames.
public void Animate(float intervalDelay, bool loop = true)
{
this.Animate(Game1.currentGameTime, 0, 2, intervalDelay, this.currentSprite.sprite, loop);
}
/// Animate the current sprite.
/// The game time from Monogames/XNA
/// The starting frame of the animation on the sprite sheet.
/// The number of frames to animate the sprite.
/// The delay between frames in milliseconds.
/// The animated sprite from the npc.
/// If true, the animation plays over and over again.
public virtual bool Animate(GameTime gameTime, int startFrame, int numberOfFrames, float interval, AnimatedSprite sprite, bool loop = true)
{
if (sprite.CurrentFrame >= startFrame + numberOfFrames + 1 || sprite.CurrentFrame < startFrame)
sprite.CurrentFrame = startFrame + sprite.CurrentFrame % numberOfFrames;
sprite.timer = sprite.timer + (float)gameTime.ElapsedGameTime.TotalMilliseconds;
if ((double)sprite.timer > (double)interval)
{
sprite.CurrentFrame = sprite.CurrentFrame + 1;
sprite.timer = 0.0f;
if (sprite.CurrentFrame == startFrame + numberOfFrames + 1 || sprite.currentFrame * sprite.SpriteWidth >= sprite.Texture.Width)
{
if (loop)
sprite.CurrentFrame = startFrame;
sprite.UpdateSourceRect();
return true;
}
}
this.UpdateSourceRect(sprite);
return false;
}
/// Update the source rectangle on the sprite sheet. Needed for animation.
public virtual void UpdateSourceRect(AnimatedSprite sprite)
{
if (sprite.ignoreSourceRectUpdates)
return;
sprite.sourceRect.X = sprite.CurrentFrame * sprite.SpriteWidth;
sprite.sourceRect.Y = 0;
//sprite.SourceRect = new Rectangle(, 0, sprite.spriteWidth, sprite.spriteHeight);
}
/// Animate the current sprite. Theoreticlly works from index offset to how many frames
public void Animate(float intervalFromCharacter, int startFrame, int endFrame, bool loop)
{
this.currentSprite.sprite.loop = loop;
this.currentSprite.sprite.Animate(Game1.currentGameTime, startFrame, endFrame, intervalFromCharacter);
}
}
}