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