285 lines
13 KiB
C#
285 lines
13 KiB
C#
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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.ModularRenderers;
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using CustomNPCFramework.Framework.NPCS;
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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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using System.Text;
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using System.Threading.Tasks;
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namespace CustomNPCFramework.Framework.Graphics
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{
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/// <summary>
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/// Used to contain all of the asset managers.
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/// </summary>
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///
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public class NamePairings
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{
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public string leftString;
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public string rightString;
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public string upString;
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public string downString;
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public NamePairings(string LeftString,string RightString, string UpString, string DownString)
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{
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this.leftString = LeftString;
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this.rightString = RightString;
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this.upString = UpString;
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this.downString = DownString;
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}
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}
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public class AssetPool
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{
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public Dictionary<string, AssetManager> assetPool;
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public AssetPool()
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{
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this.assetPool = new Dictionary<string, AssetManager>();
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}
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public void addAssetManager(KeyValuePair<string, AssetManager> pair)
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{
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this.assetPool.Add(pair.Key, pair.Value);
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}
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public void addAssetManager(string assetManagerName, AssetManager assetManager)
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{
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this.assetPool.Add(assetManagerName, assetManager);
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}
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public AssetManager getAssetManager(string name)
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{
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assetPool.TryGetValue(name, out AssetManager asset);
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return asset;
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}
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public void removeAssetManager(string key)
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{
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assetPool.Remove(key);
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}
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public void loadAllAssets()
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{
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foreach (KeyValuePair<string, AssetManager> assetManager in this.assetPool)
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{
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assetManager.Value.loadAssets();
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}
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}
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/// <summary>
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/// Creates an extended animated sprite object given the asset name in the asset manager.
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/// </summary>
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/// <param name="name"></param>
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/// <returns></returns>
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public AnimatedSpriteExtended getAnimatedSpriteFromAsset(string name)
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{
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assetPool.TryGetValue(name, out AssetManager asset);
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var assetSheet = asset.getAssetByName(name);
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return new AnimatedSpriteExtended(assetSheet.clone().texture.currentTexture, assetSheet.index, (int)assetSheet.assetInfo.assetSize.X, (int)assetSheet.assetInfo.assetSize.Y);
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}
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public AnimatedSpriteCollection getSpriteCollectionFromSheet(AssetSheet assetSheet)
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{
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var left=new AnimatedSpriteExtended(assetSheet.clone().texture.leftTexture, assetSheet.index, (int)assetSheet.assetInfo.assetSize.X, (int)assetSheet.assetInfo.assetSize.Y);
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var right = new AnimatedSpriteExtended(assetSheet.clone().texture.rightTexture, assetSheet.index, (int)assetSheet.assetInfo.assetSize.X, (int)assetSheet.assetInfo.assetSize.Y);
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var up = new AnimatedSpriteExtended(assetSheet.clone().texture.upTexture, assetSheet.index, (int)assetSheet.assetInfo.assetSize.X, (int)assetSheet.assetInfo.assetSize.Y);
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var down = new AnimatedSpriteExtended(assetSheet.clone().texture.downTexture, assetSheet.index, (int)assetSheet.assetInfo.assetSize.X, (int)assetSheet.assetInfo.assetSize.Y);
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return new AnimatedSpriteCollection(left, right, up, down, Direction.down);
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}
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/// <summary>
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/// Gets an animated sprite collection (ie a hair style facing all four directions) from a list of asset names.
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/// </summary>
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/// <param name="left">The name of the asset for the left facing sprite.</param>
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/// <param name="right">The name of the asset for the right facing sprite.</param>
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/// <param name="up">The name of the asset for the up facing sprite.</param>
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/// <param name="down">The name of the asset for the down facing sprite.</param>
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/// <param name="startingDirection"></param>
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/// <returns></returns>
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public AnimatedSpriteCollection getAnimatedSpriteCollectionFromAssets(string left, string right, string up, string down, Direction startingDirection = Direction.down)
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{
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var Left = getAnimatedSpriteFromAsset(left);
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var Right = getAnimatedSpriteFromAsset(right);
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var Up = getAnimatedSpriteFromAsset(up);
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var Down = getAnimatedSpriteFromAsset(down);
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return new AnimatedSpriteCollection(Left, Right, Up, Down, startingDirection);
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}
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public AnimatedSpriteCollection getAnimatedSpriteCollectionFromAssets(NamePairings pair, Direction startingDirection = Direction.down)
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{
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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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{
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var body = getAnimatedSpriteCollectionFromAssets(BodySprites);
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var eyes = getAnimatedSpriteCollectionFromAssets(EyeSprites);
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var hair = getAnimatedSpriteCollectionFromAssets(HairSprites);
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var shirts = getAnimatedSpriteCollectionFromAssets(ShirtsSprites);
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var pants = getAnimatedSpriteCollectionFromAssets(PantsSprites);
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var shoes = getAnimatedSpriteCollectionFromAssets(ShoesSprites);
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List<AnimatedSpriteCollection> accessories = new List<AnimatedSpriteCollection>();
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foreach(var v in AccessoriesSprites)
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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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}
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public List<AssetSheet> getListOfApplicableBodyParts(string assetManagerName,Genders gender, Seasons season, PartType type)
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{
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var parts = this.getAssetManager(assetManagerName).getListOfAssetsThatMatchThisCriteria(gender, season, type);
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return parts;
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}
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public void generateNPC(Genders gender, int minNumOfAccessories, int maxNumOfAccessories)
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{
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Seasons myseason=Seasons.spring;
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AnimationType currentType = AnimationType.standing;
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if (Game1.currentSeason == "spring") myseason = Seasons.spring;
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if (Game1.currentSeason == "summer") myseason = Seasons.summer;
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if (Game1.currentSeason == "fall") myseason = Seasons.fall;
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if (Game1.currentSeason == "winter") myseason = Seasons.winter;
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List<AssetSheet> bodyList = new List<AssetSheet>();
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List<AssetSheet> eyesList = new List<AssetSheet>();
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List<AssetSheet> hairList = new List<AssetSheet>();
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List<AssetSheet> shirtList = new List<AssetSheet>();
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List<AssetSheet> shoesList = new List<AssetSheet>();
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List<AssetSheet> pantsList = new List<AssetSheet>();
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List<AssetSheet> accessoryList = new List<AssetSheet>();
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//Get all applicable parts from this current asset manager
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foreach (var assetManager in this.assetPool)
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{
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var body = getListOfApplicableBodyParts(assetManager.Key, gender, myseason, PartType.body);
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foreach (var piece in body) bodyList.Add(piece);
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var eyes = getListOfApplicableBodyParts(assetManager.Key, gender, myseason, PartType.eyes);
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foreach (var piece in eyes) eyesList.Add(piece);
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var hair = getListOfApplicableBodyParts(assetManager.Key, gender, myseason, PartType.hair);
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foreach (var piece in hair) hairList.Add(piece);
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var shirt = getListOfApplicableBodyParts(assetManager.Key, gender, myseason, PartType.shirt);
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foreach (var piece in shirt) shirtList.Add(piece);
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var pants = getListOfApplicableBodyParts(assetManager.Key, gender, myseason, PartType.pants);
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foreach (var piece in pants) pantsList.Add(piece);
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var shoes = getListOfApplicableBodyParts(assetManager.Key, gender, myseason, PartType.shoes);
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foreach (var piece in shoes) bodyList.Add(piece);
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var accessory = getListOfApplicableBodyParts(assetManager.Key, gender, myseason, PartType.accessory);
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foreach (var piece in accessory) accessoryList.Add(piece);
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}
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Random r = new Random(Game1.random.Next());
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int amount = r.Next(minNumOfAccessories, maxNumOfAccessories);
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int bodyIndex = r.Next(0, bodyList.Count - 1);
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int eyesIndex = r.Next(0, eyesList.Count - 1);
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int hairIndex = r.Next(0, hairList.Count - 1);
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int shirtIndex = r.Next(0, shirtList.Count - 1);
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int pantsIndex = r.Next(0, pantsList.Count - 1);
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int shoesIndex = r.Next(0, shoesList.Count - 1);
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List<int> accIntList = new List<int>();
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for (int i = 0; i < amount; i++)
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{
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int acc = r.Next(0, accessoryList.Count - 1);
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accIntList.Add(acc);
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}
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AssetSheet bodySheet = bodyList.ElementAt(bodyIndex);
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AssetSheet eyesSheet = eyesList.ElementAt(bodyIndex);
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AssetSheet hairSheet = hairList.ElementAt(bodyIndex);
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AssetSheet shirtSheet = shirtList.ElementAt(bodyIndex);
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AssetSheet pantsSheet = pantsList.ElementAt(bodyIndex);
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AssetSheet shoesSheet = shoesList.ElementAt(bodyIndex);
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List<AssetSheet> accessorySheet = new List<AssetSheet>();
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foreach (var v in accIntList)
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{
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accessorySheet.Add(accessoryList.ElementAt(v));
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}
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var bodySprite = getSpriteCollectionFromSheet(bodySheet);
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var eyesSprite = getSpriteCollectionFromSheet(eyesSheet);
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var hairSprite = getSpriteCollectionFromSheet(hairSheet);
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var shirtSprite = getSpriteCollectionFromSheet(shirtSheet);
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var pantsSprite = getSpriteCollectionFromSheet(pantsSheet);
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var shoesSprite = getSpriteCollectionFromSheet(shoesSheet);
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List<AnimatedSpriteCollection> accessoryCollection = new List<AnimatedSpriteCollection>();
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foreach(var v in accessorySheet)
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{
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AnimatedSpriteCollection acc = getSpriteCollectionFromSheet(v);
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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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BasicRenderer render = new BasicRenderer(standingAnimation,standingAnimation,standingAnimation);
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ExtendedNPC npc = new ExtendedNPC(null, render, new Microsoft.Xna.Framework.Vector2(13, 15) * Game1.tileSize, 2, NPCNames.getRandomNPCName(gender));
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}
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/*
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public void generateNPC(string assetManagerName,Genders gender, Seasons season, int minNumOfAccessories,int maxNumOfAccessories)
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{
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var body= this.getAssetManager(assetManagerName).getListOfAssetsThatMatchThisCriteria(gender, season, PartType.body);
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var eyes = this.getAssetManager(assetManagerName).getListOfAssetsThatMatchThisCriteria(gender, season, PartType.eyes);
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var hair = this.getAssetManager(assetManagerName).getListOfAssetsThatMatchThisCriteria(gender, season, PartType.hair);
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var shirt = this.getAssetManager(assetManagerName).getListOfAssetsThatMatchThisCriteria(gender, season, PartType.shirt);
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var pants = this.getAssetManager(assetManagerName).getListOfAssetsThatMatchThisCriteria(gender, season, PartType.pants);
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var shoes = this.getAssetManager(assetManagerName).getListOfAssetsThatMatchThisCriteria(gender, season, PartType.shoes);
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List<AssetSheet> accessories = new List<AssetSheet>();
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Random r = new Random(Game1.random.Next());
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int amount=r.Next(minNumOfAccessories, maxNumOfAccessories);
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var accessoriesList= this.getAssetManager(assetManagerName).getListOfAssetsThatMatchThisCriteria(gender, season, PartType.shoes);
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int bodyIndex = r.Next(0, body.Count - 1);
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int eyesIndex = r.Next(0, eyes.Count - 1);
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int hairIndex = r.Next(0, hair.Count - 1);
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int shirtIndex = r.Next(0, shirt.Count - 1);
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int pantsIndex = r.Next(0, pants.Count - 1);
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int shoesIndex = r.Next(0, shoes.Count - 1);
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List<int> accIntList = new List<int>();
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for(int i=0; i < amount; i++)
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{
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int acc= r.Next(0, accessoriesList.Count - 1);
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accIntList.Add(acc);
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}
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AssetSheet bodySheet = body.ElementAt(bodyIndex);
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AssetSheet eyesSheet = body.ElementAt(bodyIndex);
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AssetSheet hairSheet = body.ElementAt(bodyIndex);
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AssetSheet shirtSheet = body.ElementAt(bodyIndex);
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AssetSheet pantsSheet = body.ElementAt(bodyIndex);
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AssetSheet shoesSheet = body.ElementAt(bodyIndex);
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foreach(var v in accIntList)
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{
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accessories.Add(accessoriesList.ElementAt(v));
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}
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}
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*/
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}
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}
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