mirror of
https://github.com/Ellpeck/MLEM.git
synced 2024-11-21 20:43:29 +01:00
various sprite animation improvements
- Added indexers and Count to SpriteAnimation and SpriteAnimationGroup - Marked SpriteAnimation.ByName obsolete in favor of the new indexer
This commit is contained in:
parent
fa1cafd751
commit
2df216c15d
3 changed files with 42 additions and 17 deletions
|
@ -19,11 +19,15 @@ Jump to version:
|
|||
Additions
|
||||
- **Added the ability for formatted (tokenized) strings to be drawn with custom rotation, origin and flipping**
|
||||
- Added a RectangleF.FromCorners overload that accepts points
|
||||
- Added indexers and Count to SpriteAnimation and SpriteAnimationGroup
|
||||
|
||||
Improvements
|
||||
- Allow NumberExtensions.GetPoints to include bottom and right coordinates
|
||||
- Allow AutoTiling overlayTextures to return null texture regions
|
||||
|
||||
Removals
|
||||
- Marked SpriteAnimation.ByName obsolete in favor of the new indexer
|
||||
|
||||
### MLEM.Ui
|
||||
Additions
|
||||
- Added the ability to set the anchor that should be used when a tooltip attaches to an element or the mouse
|
||||
|
|
|
@ -14,6 +14,10 @@ namespace MLEM.Animations {
|
|||
|
||||
private readonly AnimationFrame[] frames;
|
||||
/// <summary>
|
||||
/// Returns the amount of <see cref="AnimationFrame"/> entries that this sprite animation has.
|
||||
/// </summary>
|
||||
public int Count => this.frames.Length;
|
||||
/// <summary>
|
||||
/// Returns the <see cref="AnimationFrame"/> at the given index.
|
||||
/// Index ordering is based on the order that animation frames were added in.
|
||||
/// </summary>
|
||||
|
@ -26,15 +30,16 @@ namespace MLEM.Animations {
|
|||
get {
|
||||
// we might have overshot the end time by a little bit, so just return the last frame
|
||||
if (this.TimeIntoAnimation >= this.TotalTime)
|
||||
return this.frames[this.frames.Length - 1];
|
||||
return this[this.Count - 1];
|
||||
var accum = 0D;
|
||||
foreach (var frame in this.frames) {
|
||||
for (var i = 0; i < this.Count; i++) {
|
||||
var frame = this[i];
|
||||
accum += frame.Seconds;
|
||||
if (accum >= this.TimeIntoAnimation)
|
||||
return frame;
|
||||
}
|
||||
// if we're here then the time is negative for some reason, so just return the first frame
|
||||
return this.frames[0];
|
||||
return this[0];
|
||||
}
|
||||
}
|
||||
/// <summary>
|
||||
|
|
|
@ -35,13 +35,27 @@ namespace MLEM.Animations {
|
|||
/// <inheritdoc cref="SpriteAnimation.SpeedMultiplier"/>
|
||||
public float SpeedMultiplier {
|
||||
set {
|
||||
foreach (var anim in this.animations)
|
||||
anim.Animation.SpeedMultiplier = value;
|
||||
for (var i = 0; i < this.Count; i++)
|
||||
this[i].SpeedMultiplier = value;
|
||||
}
|
||||
}
|
||||
/// <summary>
|
||||
/// Returns the amount of <see cref="SpriteAnimation"/> entries that this sprite animation group has.
|
||||
/// </summary>
|
||||
public int Count;
|
||||
/// <summary>
|
||||
/// Returns the <see cref="SpriteAnimation"/> at the given index.
|
||||
/// </summary>
|
||||
/// <param name="index">The index.</param>
|
||||
public SpriteAnimation this[int index] => this.animations[index].Animation;
|
||||
/// <summary>
|
||||
/// Returns the <see cref="SpriteAnimation"/> in this animation group with the given <see cref="SpriteAnimation.Name"/>, if it exists, and <see langword="null"/> otherwise.
|
||||
/// </summary>
|
||||
/// <param name="name">The name of the animation.</param>
|
||||
public SpriteAnimation this[string name] => this.animations.Find(anim => anim.Animation.Name == name)?.Animation;
|
||||
|
||||
/// <summary>
|
||||
/// A callback for when the currently displaying animation has changed due to a condition with a higher priority being met.
|
||||
/// A callback for when the currently displaying animation has changed due to a condition with a higher priority being met.
|
||||
/// </summary>
|
||||
public event AnimationChanged OnAnimationChanged;
|
||||
|
||||
|
@ -79,8 +93,9 @@ namespace MLEM.Animations {
|
|||
/// </summary>
|
||||
/// <param name="name">The <see cref="SpriteAnimation.Name"/> of the animation</param>
|
||||
/// <returns>The animation by that name, or <c>null</c> if there is none</returns>
|
||||
[Obsolete("Use the name-based indexer instead")]
|
||||
public SpriteAnimation ByName(string name) {
|
||||
return this.animations.Find(anim => anim.Animation.Name == name)?.Animation;
|
||||
return this[name];
|
||||
}
|
||||
|
||||
private void FindAnimationToPlay() {
|
||||
|
@ -90,7 +105,8 @@ namespace MLEM.Animations {
|
|||
if (this.currentAnimation != null && this.currentAnimation.ShouldPlay())
|
||||
animToPlay = this.currentAnimation;
|
||||
|
||||
foreach (var anim in this.animations) {
|
||||
for (var i = 0; i < this.Count; i++) {
|
||||
var anim = this.animations[i];
|
||||
// if we find an animation with a lower priority then it means we can break since the list is sorted by priority
|
||||
if (animToPlay != null && anim.Priority <= animToPlay.Priority)
|
||||
break;
|
||||
|
@ -122,18 +138,18 @@ namespace MLEM.Animations {
|
|||
/// <param name="newAnim">The new animation</param>
|
||||
public delegate void AnimationChanged(SpriteAnimation oldAnim, SpriteAnimation newAnim);
|
||||
|
||||
}
|
||||
private class ConditionedAnimation {
|
||||
|
||||
internal class ConditionedAnimation {
|
||||
public readonly SpriteAnimation Animation;
|
||||
public readonly Func<bool> ShouldPlay;
|
||||
public readonly int Priority;
|
||||
|
||||
public readonly SpriteAnimation Animation;
|
||||
public readonly Func<bool> ShouldPlay;
|
||||
public readonly int Priority;
|
||||
public ConditionedAnimation(SpriteAnimation animation, Func<bool> shouldPlay, int priority) {
|
||||
this.Animation = animation;
|
||||
this.ShouldPlay = shouldPlay;
|
||||
this.Priority = priority;
|
||||
}
|
||||
|
||||
public ConditionedAnimation(SpriteAnimation animation, Func<bool> shouldPlay, int priority) {
|
||||
this.Animation = animation;
|
||||
this.ShouldPlay = shouldPlay;
|
||||
this.Priority = priority;
|
||||
}
|
||||
|
||||
}
|
||||
|
|
Loading…
Reference in a new issue