135 lines
4.9 KiB
C#
135 lines
4.9 KiB
C#
using CustomNPCFramework.Framework.Enums;
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using Microsoft.Xna.Framework.Graphics;
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using StardewModdingAPI;
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using StardustCore.UIUtilities;
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using System;
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using System.Collections.Generic;
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using System.IO;
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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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/// A class that's used to hold textures for different directions.
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/// </summary>
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public class DirectionalTexture
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{
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/// <summary>
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/// The left texture for this group.
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/// </summary>
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public Texture2DExtended leftTexture;
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/// <summary>
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/// The right texture for this group.
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/// </summary>
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public Texture2DExtended rightTexture;
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/// <summary>
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/// The down textiure for this group.
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/// </summary>
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public Texture2DExtended downTexture;
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/// <summary>
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/// The up texture for this group.
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/// </summary>
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public Texture2DExtended upTexture;
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/// <summary>
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/// The current texture for this group.
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/// </summary>
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public Texture2DExtended currentTexture;
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/// <summary>
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/// Constructor.
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/// </summary>
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/// <param name="left">The left texture to use.</param>
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/// <param name="right">The right texture to use.</param>
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/// <param name="up">The up texture to use.</param>
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/// <param name="down">The down texture to use.</param>
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/// <param name="direction">The direction texture for the sprite to face.</param>
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public DirectionalTexture(Texture2DExtended left, Texture2DExtended right, Texture2DExtended up, Texture2DExtended down, Direction direction=Direction.down)
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{
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this.leftTexture = left;
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this.rightTexture = right;
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this.upTexture = up;
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this.downTexture = down;
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if (direction == Direction.left) this.currentTexture = leftTexture;
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if (direction == Direction.right) this.currentTexture = rightTexture;
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if (direction == Direction.up) this.currentTexture = upTexture;
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if (direction == Direction.down) this.currentTexture = downTexture;
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}
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public DirectionalTexture(IModHelper helper ,NamePairings info, string path, Direction direction = Direction.down)
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{
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new Texture2DExtended(helper, path);
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string leftString= Class1.getShortenedDirectory(Path.Combine(path, info.leftString + ".png")).Remove(0, 1);
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string rightString = Class1.getShortenedDirectory(Path.Combine(path, info.rightString + ".png")).Remove(0, 1);
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string upString = Class1.getShortenedDirectory(Path.Combine(path, info.upString + ".png")).Remove(0, 1);
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string downString = Class1.getShortenedDirectory(Path.Combine(path, info.downString + ".png")).Remove(0, 1);
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this.leftTexture = new Texture2DExtended(helper, leftString);
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this.rightTexture = new Texture2DExtended(helper, rightString);
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this.upTexture = new Texture2DExtended(helper, upString);
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this.downTexture = new Texture2DExtended(helper, downString);
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if (direction == Direction.left) this.currentTexture = leftTexture;
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if (direction == Direction.right) this.currentTexture = rightTexture;
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if (direction == Direction.up) this.currentTexture = upTexture;
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if (direction == Direction.down) this.currentTexture = downTexture;
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}
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/// <summary>
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/// Sets the direction of this current texture to left.
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/// </summary>
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public void setLeft()
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{
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this.currentTexture = leftTexture;
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}
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/// <summary>
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/// Sets the direction of this current texture to up.
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/// </summary>
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public void setUp()
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{
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this.currentTexture = upTexture;
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}
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/// <summary>
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/// Sets the direction of this current texture to down.
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/// </summary>
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public void setDown()
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{
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this.currentTexture = downTexture;
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}
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/// <summary>
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/// Sets the direction of this current texture to right.
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/// </summary>
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public void setRight()
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{
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this.currentTexture = rightTexture;
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}
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/// <summary>
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/// Gets the texture from this texture group depending on the direction.
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/// </summary>
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/// <param name="direction"></param>
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/// <returns></returns>
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public virtual Texture2DExtended getTextureFromDirection(Direction direction)
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{
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if (direction == Direction.left) return this.leftTexture;
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if (direction == Direction.right) return this.rightTexture;
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if (direction == Direction.up) return this.upTexture;
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if (direction == Direction.down) return this.downTexture;
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return null;
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}
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}
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}
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