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https://github.com/Ellpeck/MLEM.git
synced 2024-11-22 12:58:33 +01:00
move the depth function to assign depth statically
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parent
d2f4af23a5
commit
6f8a414ee2
1 changed files with 11 additions and 14 deletions
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@ -10,17 +10,17 @@ namespace MLEM.Extended.Tiled {
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private TiledMap map;
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private TileDrawInfo[,,] drawInfos;
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public GetDepth DepthFunction = (tile, layer, layerIndex, position) => 0;
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public IndividualTiledMapRenderer(TiledMap map = null) {
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public IndividualTiledMapRenderer(TiledMap map = null, GetDepth depthFunction = null) {
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if (map != null)
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this.SetMap(map);
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this.SetMap(map, depthFunction);
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}
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public void SetMap(TiledMap map) {
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public void SetMap(TiledMap map, GetDepth depthFunction = null) {
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if (this.map == map)
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return;
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this.map = map;
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var depthFunc = depthFunction ?? ((tile, layer, layerIndex, position) => 0);
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this.drawInfos = new TileDrawInfo[map.TileLayers.Count, map.Width, map.Height];
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for (var i = 0; i < map.TileLayers.Count; i++) {
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@ -32,7 +32,9 @@ namespace MLEM.Extended.Tiled {
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continue;
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var tileset = tile.GetTileset(map);
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var source = tileset.GetTileRegion(tile.GetLocalIdentifier(tileset, map));
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this.drawInfos[i, x, y] = new TileDrawInfo(this, tile, layer, i, tileset, new Point(x, y), source);
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var pos = new Point(x, y);
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var depth = depthFunc(tile, layer, i, pos);
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this.drawInfos[i, x, y] = new TileDrawInfo(this, tileset, pos, source, depth);
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}
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}
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}
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@ -64,27 +66,22 @@ namespace MLEM.Extended.Tiled {
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private class TileDrawInfo {
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private readonly IndividualTiledMapRenderer renderer;
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private readonly TiledMapTile tile;
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private readonly TiledMapTileLayer layer;
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private readonly int layerIndex;
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private readonly TiledMapTileset tileset;
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private readonly Point position;
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private readonly Rectangle source;
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private readonly float depth;
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public TileDrawInfo(IndividualTiledMapRenderer renderer, TiledMapTile tile, TiledMapTileLayer layer, int layerIndex, TiledMapTileset tileset, Point position, Rectangle source) {
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public TileDrawInfo(IndividualTiledMapRenderer renderer, TiledMapTileset tileset, Point position, Rectangle source, float depth) {
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this.renderer = renderer;
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this.tile = tile;
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this.layer = layer;
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this.layerIndex = layerIndex;
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this.tileset = tileset;
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this.position = position;
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this.source = source;
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this.depth = depth;
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}
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public void Draw(SpriteBatch batch) {
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var drawPos = new Vector2(this.position.X * this.renderer.map.TileWidth, this.position.Y * this.renderer.map.TileHeight);
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var depth = this.renderer.DepthFunction(this.tile, this.layer, this.layerIndex, this.position);
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batch.Draw(this.tileset.Texture, drawPos, this.source, Color.White, 0, Vector2.Zero, 1, SpriteEffects.None, depth);
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batch.Draw(this.tileset.Texture, drawPos, this.source, Color.White, 0, Vector2.Zero, 1, SpriteEffects.None, this.depth);
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}
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}
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