136 lines
4.3 KiB
C#
136 lines
4.3 KiB
C#
using CustomNPCFramework.Framework.ModularNPCS.ModularRenderers;
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using CustomNPCFramework.Framework.NPCS;
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using Microsoft.Xna.Framework.Graphics;
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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.ModularNPCS
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{
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/// <summary>
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/// Used as a wrapper for the npcs to hold sprite information.
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/// </summary>
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public class Sprite
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{
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/// <summary>
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/// The actual sprite to draw for the npc.
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/// </summary>
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public AnimatedSprite sprite;
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/// <summary>
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/// The path to the texture to use for the animated sprite.
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/// </summary>
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public string relativePath;
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/// <summary>
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/// A class for handling character sprites.
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/// </summary>
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/// <param name="path">The full path to the file.</param>
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public Sprite(string path)
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{
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try
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{
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this.relativePath = Class1.getShortenedDirectory(path);
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}
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catch(Exception err)
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{
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this.relativePath = path;
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}
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try
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{
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this.sprite = new AnimatedSprite(Class1.ModHelper.Content.Load<Texture2D>(this.relativePath));
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}
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catch(Exception err)
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{
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this.sprite = new AnimatedSprite(Class1.ModHelper.Content.Load<Texture2D>(this.relativePath+".png"));
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}
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this.sprite.spriteWidth = this.sprite.Texture.Width;
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this.sprite.spriteHeight = this.sprite.Texture.Height;
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}
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/// <summary>
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/// Constructor.
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/// </summary>
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/// <param name="path">Used to hold the path to the asset.</param>
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/// <param name="texture">Used to assign the texture to the sprite from a pre-loaded asset.</param>
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public Sprite(string path, Texture2D texture)
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{
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this.relativePath = path;
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this.sprite = new AnimatedSprite(texture);
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this.sprite.spriteWidth = this.sprite.Texture.Width;
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this.sprite.spriteHeight = this.sprite.Texture.Height;
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}
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/// <summary>
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/// Sets the npc's portrait to be this portrait texture.
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/// </summary>
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/// <param name="npc"></param>
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public void setCharacterSpriteFromThis(ExtendedNPC npc)
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{
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npc.Sprite = this.sprite;
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}
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/// <summary>
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/// Reloads the texture for the NPC portrait.
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/// </summary>
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public void reload()
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{
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this.sprite.Texture = Class1.ModHelper.Content.Load<Texture2D>(this.relativePath);
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}
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/// <summary>
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/// Set's the npc's sprites to face left IF and only if there is a non-null modular Renderer attached to the npc.
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/// </summary>
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/// <param name="npc"></param>
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public void setLeft(ExtendedNPC npc)
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{
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if (npc.characterRenderer == null)
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{
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return;
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}
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else npc.characterRenderer.setLeft();
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}
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/// <summary>
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/// Set's the npc's sprites to face left IF and only if there is a non-null modular Renderer attached to the npc.
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/// </summary>
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/// <param name="npc"></param>
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public void setRight(ExtendedNPC npc)
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{
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if (npc.characterRenderer == null)
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{
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return;
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}
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else npc.characterRenderer.setRight();
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}
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/// <summary>
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/// Set's the npc's sprites to face left IF and only if there is a non-null modular Renderer attached to the npc.
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/// </summary>
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/// <param name="npc"></param>
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public void setDown(ExtendedNPC npc)
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{
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if (npc.characterRenderer == null)
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{
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return;
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}
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else npc.characterRenderer.setDown();
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}
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/// <summary>
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/// Set's the npc's sprites to face left IF and only if there is a non-null modular Renderer attached to the npc.
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/// </summary>
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/// <param name="npc"></param>
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public void setUp(ExtendedNPC npc)
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{
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if (npc.characterRenderer == null)
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{
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return;
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}
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else npc.characterRenderer.setUp();
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}
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}
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}
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