304 lines
14 KiB
C#
304 lines
14 KiB
C#
using System;
|
|
using System.Collections.Generic;
|
|
using Microsoft.Xna.Framework;
|
|
using Microsoft.Xna.Framework.Graphics;
|
|
using StardewValley;
|
|
using StardustCore.UIUtilities;
|
|
|
|
namespace StardustCore.Animations
|
|
{
|
|
/// <summary>Used to play animations for Stardust.CoreObject type objects and all objects that extend from it. In draw code of object make sure to use this info instead.</summary>
|
|
public class AnimationManager
|
|
{
|
|
public Dictionary<string, List<Animation>> animations = new SerializableDictionary<string, List<Animation>>();
|
|
public string currentAnimationName;
|
|
public int currentAnimationListIndex;
|
|
public List<Animation> currentAnimationList = new List<Animation>();
|
|
public Texture2DExtended objectTexture; ///Might not be necessary if I use the CoreObject texture sheet.
|
|
public Animation defaultDrawFrame;
|
|
public Animation currentAnimation;
|
|
public bool enabled;
|
|
|
|
public string animationDataString;
|
|
|
|
public bool IsNull => this.defaultDrawFrame == null && this.objectTexture == null;
|
|
|
|
/// <summary>Construct an instance.</summary>
|
|
public AnimationManager() { }
|
|
|
|
|
|
/// <summary>Constructor for Animation Manager class.</summary>
|
|
/// <param name="ObjectTexture">The texture that will be used for the animation. This is typically the same as the object this class is attached to.</param>
|
|
/// <param name="DefaultFrame">This is used if no animations will be available to the animation manager.</param>
|
|
/// <param name="EnabledByDefault">Whether or not animations play by default. Default value is true.</param>
|
|
public AnimationManager(Texture2DExtended ObjectTexture, Animation DefaultFrame, bool EnabledByDefault = true)
|
|
{
|
|
this.currentAnimationListIndex = 0;
|
|
this.objectTexture = ObjectTexture;
|
|
this.defaultDrawFrame = DefaultFrame;
|
|
this.enabled = EnabledByDefault;
|
|
this.currentAnimation = this.defaultDrawFrame;
|
|
this.currentAnimationName = "";
|
|
this.animationDataString = "";
|
|
}
|
|
|
|
public AnimationManager(Texture2DExtended ObjectTexture, Animation DefaultFrame, string animationString, string startingAnimationKey, int startingAnimationFrame = 0, bool EnabledByDefault = true)
|
|
{
|
|
this.currentAnimationListIndex = 0;
|
|
this.objectTexture = ObjectTexture;
|
|
this.defaultDrawFrame = DefaultFrame;
|
|
this.enabled = EnabledByDefault;
|
|
|
|
this.animationDataString = animationString;
|
|
this.animations = parseAnimationsFromXNB(animationString);
|
|
if (this.animations.TryGetValue(startingAnimationKey, out this.currentAnimationList))
|
|
this.setAnimation(startingAnimationKey, startingAnimationFrame);
|
|
else
|
|
{
|
|
this.currentAnimation = this.defaultDrawFrame;
|
|
this.currentAnimationName = "";
|
|
}
|
|
}
|
|
|
|
public AnimationManager(Texture2DExtended ObjectTexture, Animation DefaultFrame, Dictionary<string, List<Animations.Animation>> animationString, string startingAnimationKey, int startingAnimationFrame = 0, bool EnabledByDefault = true)
|
|
{
|
|
this.currentAnimationListIndex = 0;
|
|
this.objectTexture = ObjectTexture;
|
|
this.defaultDrawFrame = DefaultFrame;
|
|
this.enabled = EnabledByDefault;
|
|
|
|
this.animations = animationString;
|
|
if (this.animations.TryGetValue(startingAnimationKey, out this.currentAnimationList))
|
|
this.setAnimation(startingAnimationKey, startingAnimationFrame);
|
|
else
|
|
{
|
|
this.currentAnimation = this.defaultDrawFrame;
|
|
this.currentAnimationName = "";
|
|
}
|
|
}
|
|
|
|
/// <summary>Update the animation frame once after drawing the object.</summary>
|
|
public void tickAnimation()
|
|
{
|
|
try
|
|
{
|
|
if (this.currentAnimation.frameDuration == -1 || !this.enabled || this.currentAnimation == this.defaultDrawFrame)
|
|
return; //This is if this is a default animation or the animation stops here.
|
|
if (this.currentAnimation.frameCountUntilNextAnimation == 0)
|
|
this.getNextAnimation();
|
|
this.currentAnimation.tickAnimationFrame();
|
|
}
|
|
catch (Exception err)
|
|
{
|
|
ModCore.ModMonitor.Log("An internal error occured when trying to tick the animation.");
|
|
ModCore.ModMonitor.Log(err.ToString(), StardewModdingAPI.LogLevel.Error);
|
|
}
|
|
}
|
|
|
|
/// <summary>Get the next animation in the list of animations.</summary>
|
|
public void getNextAnimation()
|
|
{
|
|
this.currentAnimationListIndex++;
|
|
if (this.currentAnimationListIndex == this.currentAnimationList.Count) //If the animation frame I'm tryting to get is 1 outside my list length, reset the list.
|
|
this.currentAnimationListIndex = 0;
|
|
|
|
//Get the next animation from the list and reset it's counter to the starting frame value.
|
|
this.currentAnimation = this.currentAnimationList[this.currentAnimationListIndex];
|
|
this.currentAnimation.startAnimation();
|
|
}
|
|
|
|
/// <summary>Gets the animation from the dictionary of all animations available.</summary>
|
|
/// <param name="AnimationName"></param>
|
|
/// <param name="StartingFrame"></param>
|
|
public bool setAnimation(string AnimationName, int StartingFrame = 0)
|
|
{
|
|
if (this.animations.TryGetValue(AnimationName, out List<Animation> dummyList))
|
|
{
|
|
if (dummyList.Count != 0 || StartingFrame >= dummyList.Count)
|
|
{
|
|
this.currentAnimationList = dummyList;
|
|
this.currentAnimation = this.currentAnimationList[StartingFrame];
|
|
this.currentAnimationName = AnimationName;
|
|
return true;
|
|
}
|
|
else
|
|
{
|
|
if (dummyList.Count == 0)
|
|
ModCore.ModMonitor.Log("Error: Current animation " + AnimationName + " has no animation frames associated with it.");
|
|
if (dummyList.Count > dummyList.Count)
|
|
ModCore.ModMonitor.Log("Error: Animation frame " + StartingFrame + " is outside the range of provided animations. Which has a maximum count of " + dummyList.Count);
|
|
return false;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
ModCore.ModMonitor.Log("Error setting animation: " + AnimationName + " animation does not exist in list of available animations. Did you make sure to add it in?");
|
|
return false;
|
|
}
|
|
}
|
|
|
|
/// <summary>Gets the animation from the dictionary of all animations available.</summary>
|
|
/// <param name="AnimationName"></param>
|
|
/// <param name="StartingFrame"></param>
|
|
public bool playAnimation(string AnimationName,bool overrideSameAnimation=false,int StartingFrame = 0)
|
|
{
|
|
if (this.animations.TryGetValue(AnimationName, out List<Animation> dummyList))
|
|
{
|
|
if (overrideSameAnimation == false)
|
|
{
|
|
if (this.currentAnimationName == AnimationName) return true;
|
|
}
|
|
if (dummyList.Count != 0 || StartingFrame >= dummyList.Count)
|
|
{
|
|
this.currentAnimationList = dummyList;
|
|
this.currentAnimation = this.currentAnimationList[StartingFrame];
|
|
this.currentAnimationName = AnimationName;
|
|
this.currentAnimation.startAnimation();
|
|
return true;
|
|
}
|
|
else
|
|
{
|
|
if (dummyList.Count == 0)
|
|
ModCore.ModMonitor.Log("Error: Current animation " + AnimationName + " has no animation frames associated with it.");
|
|
if (dummyList.Count > dummyList.Count)
|
|
ModCore.ModMonitor.Log("Error: Animation frame " + StartingFrame + " is outside the range of provided animations. Which has a maximum count of " + dummyList.Count);
|
|
return false;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
ModCore.ModMonitor.Log("Error setting animation: " + AnimationName + " animation does not exist in list of available animations. Did you make sure to add it in?");
|
|
return false;
|
|
}
|
|
}
|
|
|
|
/// <summary>Sets the animation manager to an on state, meaning that this animation will update on the draw frame.</summary>
|
|
public void enableAnimation()
|
|
{
|
|
this.enabled = true;
|
|
}
|
|
|
|
/// <summary>Sets the animation manager to an off state, meaning that this animation will no longer update on the draw frame.</summary>
|
|
public void disableAnimation()
|
|
{
|
|
this.enabled = false;
|
|
}
|
|
|
|
public static Dictionary<string, List<Animation>> parseAnimationsFromXNB(string s)
|
|
{
|
|
string[] array = s.Split('*');
|
|
Dictionary<string, List<Animation>> parsedDic = new Dictionary<string, List<Animation>>();
|
|
foreach (string v in array)
|
|
{
|
|
// Log.AsyncC(v);
|
|
string[] animationArray = v.Split(' ');
|
|
if (parsedDic.ContainsKey(animationArray[0]))
|
|
{
|
|
List<Animation> animations = parseAnimationFromString(v);
|
|
foreach (var animation in animations)
|
|
{
|
|
parsedDic[animationArray[0]].Add(animation);
|
|
}
|
|
}
|
|
else
|
|
{
|
|
parsedDic.Add(animationArray[0], new List<Animation>());
|
|
List<Animation> aniList = new List<Animation>();
|
|
aniList = parseAnimationFromString(v);
|
|
foreach (var ani in aniList)
|
|
{
|
|
parsedDic[animationArray[0]].Add(ani);
|
|
}
|
|
}
|
|
}
|
|
return parsedDic;
|
|
}
|
|
|
|
public static List<Animation> parseAnimationFromString(string s)
|
|
{
|
|
List<Animation> ok = new List<Animation>();
|
|
string[] array2 = s.Split('>');
|
|
foreach (string q in array2)
|
|
{
|
|
string[] array = q.Split(' ');
|
|
try
|
|
{
|
|
Animation ani = new Animation(new Rectangle(Convert.ToInt32(array[1]), Convert.ToInt32(array[2]), Convert.ToInt32(array[3]), Convert.ToInt32(array[4])), Convert.ToInt32(array[5]));
|
|
// ModCore.ModMonitor.Log(ani.sourceRectangle.ToString());
|
|
ok.Add(ani);
|
|
}
|
|
catch { }
|
|
}
|
|
return ok;
|
|
}
|
|
/// <summary>Used to handle general drawing functionality using the animation manager.</summary>
|
|
/// <param name="spriteBatch">We need a spritebatch to draw.</param>
|
|
/// <param name="texture">The texture to draw.</param>
|
|
/// <param name="Position">The onscreen position to draw to.</param>
|
|
/// <param name="sourceRectangle">The source rectangle on the texture to draw.</param>
|
|
/// <param name="drawColor">The color to draw the thing passed in.</param>
|
|
/// <param name="rotation">The rotation of the animation texture being drawn.</param>
|
|
/// <param name="origin">The origin of the texture.</param>
|
|
/// <param name="scale">The scale of the texture.</param>
|
|
/// <param name="spriteEffects">Effects that get applied to the sprite.</param>
|
|
/// <param name="LayerDepth">The dept at which to draw the texture.</param>
|
|
public void draw(SpriteBatch spriteBatch, Texture2D texture, Vector2 Position, Rectangle? sourceRectangle, Color drawColor, float rotation, Vector2 origin, float scale, SpriteEffects spriteEffects, float LayerDepth)
|
|
{
|
|
//Log.AsyncC("Animation Manager is working!");
|
|
spriteBatch.Draw(texture, Position, sourceRectangle, drawColor, rotation, origin, scale, spriteEffects, LayerDepth);
|
|
try
|
|
{
|
|
this.tickAnimation();
|
|
// Log.AsyncC("Tick animation");
|
|
}
|
|
catch (Exception err)
|
|
{
|
|
ModCore.ModMonitor.Log(err.ToString());
|
|
}
|
|
}
|
|
|
|
/// <summary>
|
|
/// Used to draw the current animation to the screen.
|
|
/// </summary>
|
|
/// <param name="b"></param>
|
|
/// <param name="Position"></param>
|
|
/// <param name="drawColor"></param>
|
|
/// <param name="scale"></param>
|
|
/// <param name="flipped"></param>
|
|
/// <param name="depth"></param>
|
|
public void draw(SpriteBatch b,Vector2 Position,Color drawColor,float scale,SpriteEffects flipped,float depth)
|
|
{
|
|
b.Draw(this.objectTexture.texture, Position, this.currentAnimation.sourceRectangle, drawColor, 0f, Vector2.Zero, scale, flipped, depth);
|
|
try
|
|
{
|
|
this.tickAnimation();
|
|
// Log.AsyncC("Tick animation");
|
|
}
|
|
catch (Exception err)
|
|
{
|
|
ModCore.ModMonitor.Log(err.ToString());
|
|
}
|
|
}
|
|
|
|
public Texture2DExtended getExtendedTexture()
|
|
{
|
|
return this.objectTexture;
|
|
}
|
|
|
|
public void setExtendedTexture(Texture2DExtended texture)
|
|
{
|
|
this.objectTexture = texture;
|
|
}
|
|
|
|
public void setEnabled(bool enabled)
|
|
{
|
|
this.enabled = enabled;
|
|
}
|
|
|
|
public Texture2D getTexture()
|
|
{
|
|
return this.objectTexture.getTexture();
|
|
}
|
|
}
|
|
}
|