287 lines
11 KiB
C#
287 lines
11 KiB
C#
using CustomNPCFramework.Framework.Enums;
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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 hold assets from specified directories.
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/// </summary>
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public class AssetManager
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{
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/// <summary>
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/// A list of all of the assets held by this asset manager.
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/// </summary>
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public List<AssetSheet> assets;
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/// <summary>
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/// A list of all of the directories managed by this asset manager.
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/// </summary>
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public Dictionary<string,string> paths;
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/// <summary>
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/// Basic constructor.
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/// </summary>
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public AssetManager()
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{
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this.assets = new List<AssetSheet>();
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this.paths = new Dictionary<string, string>();
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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="assetsPathsToLoadFrom">A list of all directories to be managed by the asset manager. Name, path is the key pair value.</param>
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public AssetManager(Dictionary<string,string> assetsPathsToLoadFrom)
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{
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this.assets = new List<AssetSheet>();
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this.paths = assetsPathsToLoadFrom;
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}
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/// <summary>
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/// Default loading function from hard coded paths.
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/// </summary>
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public void loadAssets()
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{
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foreach(var path in this.paths)
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{
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ProcessDirectory(path.Value);
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}
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}
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/// <summary>
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/// Taken from Microsoft c# documented webpages.
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/// Process all .json files in the given directory. If there are more nested directories, keep digging to find more .json files. Also allows us to specify a broader directory like Content/Grahphics/ModularNPC/Hair to have multiple hair styles.
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/// </summary>
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/// <param name="targetDirectory"></param>
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private void ProcessDirectory(string targetDirectory)
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{
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// Process the list of files found in the directory.
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string[] files = Directory.GetFiles(targetDirectory, "*.json");
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foreach (var file in files)
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{
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ProcessFile(file,targetDirectory);
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}
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// Recurse into subdirectories of this directory.
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string[] subdirectoryEntries = Directory.GetDirectories(targetDirectory);
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foreach (string subdirectory in subdirectoryEntries)
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ProcessDirectory(subdirectory);
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}
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/// <summary>
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/// Actually load in the asset information.
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/// </summary>
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/// <param name="file"></param>
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/// <param name="path"></param>
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private void ProcessFile(string file,string path)
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{
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try
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{
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ExtendedAssetInfo info = ExtendedAssetInfo.readFromJson(file);
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AssetSheet sheet = new AssetSheet(info, path);
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addAsset(sheet);
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Class1.ModMonitor.Log("Loaded in new modular asset: " + info.assetName + " asset type: " + info.type);
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}
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catch (Exception err)
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{
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AssetInfo info = AssetInfo.readFromJson(file);
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AssetSheet sheet = new AssetSheet(info, path);
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addAsset(sheet);
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}
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}
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/// <summary>
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/// Add an asset to be handled from the asset manager.
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/// </summary>
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/// <param name="asset"></param>
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public void addAsset(AssetSheet asset)
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{
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this.assets.Add(asset);
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}
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/// <summary>
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/// Get an individual asset by its name.
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/// </summary>
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/// <param name="s"></param>
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/// <returns></returns>
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public AssetSheet getAssetByName(string s)
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{
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foreach(var v in assets)
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{
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if (v.assetInfo.assetName == s) return v;
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}
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return null;
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}
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/// <summary>
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/// Add a new path to the asset manager and create the directory for it.
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/// </summary>
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/// <param name="path"></param>
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public void addPathCreateDirectory(KeyValuePair<string,string> path)
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{
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this.addPath(path);
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string dir = Path.Combine(Class1.ModHelper.DirectoryPath, path.Value);
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if (!Directory.Exists(dir))
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{
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Directory.CreateDirectory(Path.Combine(Class1.ModHelper.DirectoryPath, path.Value));
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}
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}
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/// <summary>
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/// Add a path to the dictionary.
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/// </summary>
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/// <param name="path"></param>
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private void addPath(KeyValuePair<string,string> path)
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{
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this.paths.Add(path.Key, path.Value);
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}
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/// <summary>
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/// Create appropriate directories for the path.
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/// </summary>
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private void createDirectoriesFromPaths()
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{
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foreach(var v in paths)
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{
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Directory.CreateDirectory(Path.Combine(Class1.ModHelper.DirectoryPath,v.Value));
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}
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}
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/// <summary>
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/// Returns a list of assets from this manager that match the given critera.
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/// </summary>
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/// <param name="gender">The criteria we are searching for this time is gender.</param>
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/// <returns></returns>
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public List<AssetSheet> getListOfAssetsThatMatchThisCriteria(Genders gender)
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{
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List<AssetSheet> aSheet = new List<AssetSheet>();
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foreach(var v in this.assets)
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{
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if(v.assetInfo is ExtendedAssetInfo)
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{
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if ((v.assetInfo as ExtendedAssetInfo).gender == gender) aSheet.Add(v);
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}
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}
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return aSheet;
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}
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/// <summary>
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/// Get a list of all the assets of this kind of part.
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/// </summary>
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/// <param name="type">The type of part to return a list of from this asset manager.</param>
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/// <returns></returns>
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public List<AssetSheet> getListOfAssetsThatMatchThisCriteria(PartType type)
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{
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List<AssetSheet> aSheet = new List<AssetSheet>();
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foreach (var v in this.assets)
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{
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if (v.assetInfo is ExtendedAssetInfo)
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{
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if ((v.assetInfo as ExtendedAssetInfo).type == type) aSheet.Add(v);
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}
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}
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return aSheet;
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}
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/// <summary>
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/// Get a list of assets that match the critera.
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/// </summary>
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/// <param name="gender">The gender criteria for this asset, such as if this part belongs to either a female or male character.</param>
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/// <param name="type">The type of asset to return. Hair eyes, shoes, etc.</param>
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/// <returns></returns>
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public List<AssetSheet> getListOfAssetsThatMatchThisCriteria(Genders gender,PartType type)
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{
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List<AssetSheet> aSheet = new List<AssetSheet>();
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foreach (var v in this.assets)
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{
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if (v.assetInfo is ExtendedAssetInfo)
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{
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if ((v.assetInfo as ExtendedAssetInfo).type == type && (v.assetInfo as ExtendedAssetInfo).gender == gender) aSheet.Add(v);
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}
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}
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return aSheet;
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}
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/// <summary>
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/// Returns a list of assets from this manager that match the given critera.
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/// </summary>
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/// <param name="gender">The criteria we are searching for this time is gender.</param>
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/// <returns></returns>
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public List<AssetSheet> getListOfAssetsThatMatchThisCriteria(Seasons season)
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{
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List<AssetSheet> aSheet = new List<AssetSheet>();
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foreach (var v in this.assets)
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{
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if (v.assetInfo is ExtendedAssetInfo)
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{
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foreach (var sea in (v.assetInfo as ExtendedAssetInfo).seasons) {
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if (sea == season) aSheet.Add(v);
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break; //Only need to find first validation that this is a valid asset.
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}
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}
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}
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return aSheet;
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}
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/// <summary>
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/// Get a list of assets that match this criteria of gender and seasons.
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/// </summary>
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/// <param name="gender"></param>
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/// <param name="season"></param>
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/// <returns></returns>
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public List<AssetSheet> getListOfAssetsThatMatchThisCriteria(Genders gender,Seasons season)
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{
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List<AssetSheet> aSheet = new List<AssetSheet>();
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foreach (var v in this.assets)
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{
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if (v.assetInfo is ExtendedAssetInfo)
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{
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foreach (var sea in (v.assetInfo as ExtendedAssetInfo).seasons)
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{
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if (sea == season && (v.assetInfo as ExtendedAssetInfo).gender==gender) aSheet.Add(v);
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break; //Only need to find first validation that this is a valid asset.
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}
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}
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}
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return aSheet;
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}
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/// <summary>
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/// Get a list of asssets that match certain critera.
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/// </summary>
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/// <param name="gender">The gengder certain assets belong to, such as male or female.</param>
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/// <param name="season">The season that an asset can be displayed in. Good for seasonal assets.</param>
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/// <param name="type">The type of part to return a list of such as hair, eyes, or pants.</param>
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/// <returns></returns>
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public List<AssetSheet> getListOfAssetsThatMatchThisCriteria(Genders gender, Seasons season, PartType type)
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{
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List<AssetSheet> aSheet = new List<AssetSheet>();
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foreach (var v in this.assets)
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{
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if (v.assetInfo is ExtendedAssetInfo)
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{
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foreach (var sea in (v.assetInfo as ExtendedAssetInfo).seasons)
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{
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//Class1.ModMonitor.Log("Searching: seasons");
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if (sea == season && (v.assetInfo as ExtendedAssetInfo).gender == gender && (v.assetInfo as ExtendedAssetInfo).type == type)
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{
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aSheet.Add(v);
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}
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else
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{
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//Class1.ModMonitor.Log("Not what I was looking for.");
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}
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}
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}
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}
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//Class1.ModMonitor.Log("ok it's over: "+aSheet.Count.ToString());
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return aSheet;
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}
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}
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}
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