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
{
///
/// Used as a wrapper for the npcs to hold sprite information.
///
public class Sprite
{
///
/// The actual sprite to draw for the npc.
///
public AnimatedSprite sprite;
///
/// The path to the texture to use for the animated sprite.
///
public string relativePath;
///
/// A class for handling character sprites.
///
/// The full path to the file.
public Sprite(string path)
{
try
{
this.relativePath = Class1.getShortenedDirectory(path);
}
catch(Exception err)
{
this.relativePath = path;
}
try
{
this.sprite = new AnimatedSprite();
Texture2D text = Class1.ModHelper.Content.Load(this.relativePath);
var reflect=Class1.ModHelper.Reflection.GetField(this.sprite, "Texture", true);
reflect.SetValue(text);
}
catch(Exception err)
{
this.sprite = new AnimatedSprite();
Texture2D text = Class1.ModHelper.Content.Load(this.relativePath);
var reflect = Class1.ModHelper.Reflection.GetField(this.sprite, "Texture", true);
reflect.SetValue(text);
}
this.sprite.SpriteWidth = this.sprite.Texture.Width;
this.sprite.SpriteHeight = this.sprite.Texture.Height;
}
///
/// Constructor.
///
/// Used to hold the path to the asset.
/// Used to assign the texture to the sprite from a pre-loaded asset.
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;
}
///
/// Sets the npc's portrait to be this portrait texture.
///
///
public void setCharacterSpriteFromThis(ExtendedNPC npc)
{
npc.Sprite = this.sprite;
}
///
/// Reloads the texture for the NPC portrait.
///
public void reload()
{
var text=CustomNPCFramework.Class1.ModHelper.Reflection.GetField(this.sprite.Texture, "Texture", true);
Texture2D loaded= Class1.ModHelper.Content.Load(this.relativePath);
text.SetValue(loaded);
}
///
/// Set's the npc's sprites to face left IF and only if there is a non-null modular Renderer attached to the npc.
///
///
public void setLeft(ExtendedNPC npc)
{
if (npc.characterRenderer == null)
{
return;
}
else npc.characterRenderer.setLeft();
}
///
/// Set's the npc's sprites to face left IF and only if there is a non-null modular Renderer attached to the npc.
///
///
public void setRight(ExtendedNPC npc)
{
if (npc.characterRenderer == null)
{
return;
}
else npc.characterRenderer.setRight();
}
///
/// Set's the npc's sprites to face left IF and only if there is a non-null modular Renderer attached to the npc.
///
///
public void setDown(ExtendedNPC npc)
{
if (npc.characterRenderer == null)
{
return;
}
else npc.characterRenderer.setDown();
}
///
/// Set's the npc's sprites to face left IF and only if there is a non-null modular Renderer attached to the npc.
///
///
public void setUp(ExtendedNPC npc)
{
if (npc.characterRenderer == null)
{
return;
}
else npc.characterRenderer.setUp();
}
}
}