134 lines
4.0 KiB
C#
134 lines
4.0 KiB
C#
using CustomNPCFramework.Framework.Enums;
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using CustomNPCFramework.Framework.Graphics.TextureGroups;
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using Microsoft.Xna.Framework;
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using Microsoft.Xna.Framework.Graphics;
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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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/// Used to handle loading different textures and handling opperations on those textures.
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/// </summary>
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public class AssetSheet
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{
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/// <summary>
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/// Used to hold the textures for the AssetSheet.
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/// </summary>
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public TextureGroups.TextureGroup textures;
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/// <summary>
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/// Used to hold the info for the paths to these textures.
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/// </summary>
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public AssetInfo assetInfo;
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/// <summary>
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/// The path to this assetinfo.json file
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/// </summary>
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public string path;
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/// <summary>
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/// The soruce rectangle for the current texture to draw.
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/// </summary>
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public Rectangle currentAsset;
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public int index;
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/// <summary>
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/// Constructor.
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/// </summary>
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/// <param name="info">The asset info file to be read in or created. Holds path information.</param>
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/// <param name="path">The path to the assetinfo file.</param>
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/// <param name="direction">The direction to set the animation.</param>
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public AssetSheet(AssetInfo info,string path,Direction direction=Direction.down)
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{
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this.assetInfo = info;
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this.textures = new TextureGroup(info,path,direction);
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try
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{
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this.path = Class1.getShortenedDirectory(path);
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}
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catch(Exception err)
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{
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this.path = path;
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}
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this.index = 0;
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}
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/// <summary>
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/// Get the path to the current texture.
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/// </summary>
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/// <returns></returns>
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public virtual KeyValuePair<string, Texture2DExtended> getPathTexturePair()
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{
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return new KeyValuePair<string, Texture2DExtended>(this.path, this.textures.currentTexture.currentTexture);
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}
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/// <summary>
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/// Used just to get a copy of this asset sheet.
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/// </summary>
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public virtual AssetSheet clone()
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{
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var asset = new AssetSheet(this.assetInfo,(string)this.path.Clone());
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return asset;
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}
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/// <summary>
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/// Sets the textures for this sheet to face left.
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/// </summary>
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public virtual void setLeft()
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{
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this.textures.setLeft();
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}
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/// <summary>
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/// Sets the textures for this sheet to face up.
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/// </summary>
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public virtual void setUp()
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{
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this.textures.setUp();
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}
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/// <summary>
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/// Sets the textures for this sheet to face down.
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/// </summary>
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public virtual void setDown()
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{
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this.textures.setDown();
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}
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/// <summary>
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/// Sets the textures for this sheet to face left.
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/// </summary>
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public virtual void setRight()
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{
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this.textures.setRight();
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}
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/// <summary>
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/// Get the current animation texture.
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/// </summary>
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/// <returns></returns>
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public virtual Texture2DExtended getCurrentSpriteTexture()
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{
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return this.textures.currentTexture.currentTexture;
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}
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/// <summary>
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/// Get the specific texture depending on the direction and animation type.
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/// </summary>
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/// <param name="direction"></param>
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/// <param name="type"></param>
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/// <returns></returns>
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public virtual Texture2DExtended getTexture(Direction direction,AnimationType type)
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{
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return this.textures.getTextureFromAnimation(type).getTextureFromDirection(direction);
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}
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}
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}
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