using Microsoft.Xna.Framework;
using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using System.Threading.Tasks;
namespace CustomNPCFramework.Framework.Graphics
{
///
/// A class to be used to hold information regarding assets such as the name of the assets and the paths to the images.
///
public class AssetInfo
{
///
/// The name of the asset to be used in the main asset pool.
///
public string assetName;
///
/// The list of files to be used for the standing animation.
///
public NamePairings standingAssetPaths;
///
/// The list of files to be used for the swimming animation.
///
public NamePairings swimmingAssetPaths;
///
/// The list of files to be used with the moving animation.
///
public NamePairings movingAssetPaths;
///
/// The list of files to be used with the sitting animation.
///
public NamePairings sittingAssetPaths;
///
/// The size of the asset texture. Width and height.
///
public Vector2 assetSize;
///
/// Not really used anymore. More of a legacy feature.
///
public bool randomizeUponLoad;
///
/// Empty constructor.
///
public AssetInfo()
{
}
///
/// Constructor that assigns values to the class.
///
/// The name of the asset. This is the name that will be referenced in any asset manager or asset pool.
/// The name of the files to be used for the standing animation.
/// The name of the files to be used for the moving animation.
/// The name of the files to be used for the swimming animation.
/// The name of the files to be used for the sitting animation.
/// The size of the asset. Width and height of the texture.
/// Legacy, not really used anymore.
public AssetInfo(string assetName,NamePairings StandingAssetPaths, NamePairings MovingAssetPaths, NamePairings SwimmingAssetPaths, NamePairings SittingAssetPaths, Vector2 assetSize, bool randomizeUponLoad)
{
this.assetName = assetName;
this.sittingAssetPaths = SittingAssetPaths;
this.standingAssetPaths = StandingAssetPaths;
this.movingAssetPaths = MovingAssetPaths;
this.swimmingAssetPaths = SwimmingAssetPaths;
this.assetSize = assetSize;
this.randomizeUponLoad = randomizeUponLoad;
}
///
/// Save the json to a certain location.
///
///
public void writeToJson(string path)
{
Class1.ModHelper.WriteJsonFile(path, this);
}
///
/// Read the json from a certain location.
///
///
///
public static AssetInfo readFromJson(string path)
{
return Class1.ModHelper.ReadJsonFile(path);
}
}
}