Stardew_Valley_Mods/GeneralMods/CustomNPCFramework/Framework/Graphics/AssetPool.cs

255 lines
13 KiB
C#

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