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128 lines
No EOL
5.5 KiB
C#
128 lines
No EOL
5.5 KiB
C#
using System;
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using System.Collections.Generic;
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using Microsoft.Xna.Framework;
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using MLEM.Misc;
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using MLEM.Textures;
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namespace MLEM.Animations {
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/// <summary>
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/// Represents a list of <see cref="SpriteAnimation"/> objects with a condition and priority attached to them.
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/// Sprite animation groups can be used if any single entity should have multiple animations (like up, down, left, right standing and running animations) that should be automatically managed.
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/// </summary>
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public class SpriteAnimationGroup : GenericDataHolder {
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private readonly List<ConditionedAnimation> animations = new List<ConditionedAnimation>();
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private ConditionedAnimation currAnimation;
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private ConditionedAnimation CurrAnimation {
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get {
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if (this.isDirty) {
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this.isDirty = false;
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this.animations.Sort((a1, a2) => a2.Priority.CompareTo(a1.Priority));
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this.FindAnimationToPlay();
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}
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return this.currAnimation;
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}
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set => this.currAnimation = value;
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}
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/// <summary>
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/// The animation that is currently playing
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/// </summary>
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public SpriteAnimation CurrentAnimation => this.CurrAnimation?.Animation;
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/// <summary>
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/// The frame that <see cref="CurrentAnimation"/> is displaying
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/// </summary>
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public AnimationFrame CurrentFrame => this.CurrentAnimation?.CurrentFrame;
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/// <summary>
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/// The region that <see cref="CurrentFrame"/> has
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/// </summary>
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public TextureRegion CurrentRegion => this.CurrentAnimation?.CurrentRegion;
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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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/// </summary>
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public event AnimationChanged OnAnimationChanged;
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private bool isDirty;
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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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}
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}
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/// <summary>
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/// Adds a <see cref="SpriteAnimation"/> to this group.
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/// </summary>
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/// <param name="anim">The animation to add</param>
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/// <param name="condition">The condition that needs to be met for this animation to play</param>
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/// <param name="priority">The priority of this animation. The higher the priority, the earlier it is picked for playing.</param>
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/// <returns>This group, for chaining</returns>
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public SpriteAnimationGroup Add(SpriteAnimation anim, Func<bool> condition, int priority = 0) {
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this.animations.Add(new ConditionedAnimation(anim, condition, priority));
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this.isDirty = true;
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return this;
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}
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/// <inheritdoc cref="SpriteAnimation.Update(GameTime)"/>
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public void Update(GameTime time) {
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this.Update(time.ElapsedGameTime);
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}
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/// <inheritdoc cref="SpriteAnimation.Update(TimeSpan)"/>
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public void Update(TimeSpan elapsed) {
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this.FindAnimationToPlay();
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if (this.CurrAnimation != null)
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this.CurrAnimation.Animation.Update(elapsed);
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}
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/// <summary>
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/// Find an animation in this group by name and returns it.
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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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public SpriteAnimation ByName(string name) {
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return this.animations.Find(anim => anim.Animation.Name == name)?.Animation;
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}
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private void FindAnimationToPlay() {
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ConditionedAnimation animToPlay = null;
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if (this.CurrAnimation != null && this.CurrAnimation.ShouldPlay())
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animToPlay = this.CurrAnimation;
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foreach (var anim in this.animations) {
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// if we find an animation with a lower priority then it means we can break
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// because 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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if (anim.ShouldPlay())
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animToPlay = anim;
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}
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if (animToPlay != this.CurrAnimation) {
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this.OnAnimationChanged?.Invoke(this.CurrAnimation?.Animation, animToPlay?.Animation);
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this.CurrAnimation = animToPlay;
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if (animToPlay != null)
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animToPlay.Animation.Restart();
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}
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}
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/// <summary>
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/// A callback delegate for when a <see cref="SpriteAnimationGroup"/>'s current animation changed.
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/// </summary>
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/// <param name="oldAnim">The previous animation</param>
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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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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 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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} |