Files
RobustToolbox/Robust.Client/GameObjects/Components/Animations/AnimationPlayerComponent.cs
T

62 lines
1.8 KiB
C#

using System.Collections.Generic;
using System.Linq;
using Robust.Client.Animations;
using Robust.Shared.GameObjects;
using static Robust.Client.Animations.AnimationPlaybackShared;
namespace Robust.Client.GameObjects.Components.Animations
{
/// <summary>
/// Plays back <see cref="Animation"/>s on entities.
/// </summary>
public sealed class AnimationPlayerComponent : Component
{
public override string Name => "AnimationPlayer";
private readonly Dictionary<string, AnimationPlayback> _playingAnimations
= new Dictionary<string, AnimationPlayback>();
/// <summary>
/// Start playing an animation.
/// </summary>
/// <param name="animation">The animation to play.</param>
/// <param name="key">
/// The key for this animation play. This key can be used to stop playback short later.
/// </param>
public void Play(Animation animation, string key)
{
var playback = new AnimationPlayback(animation);
_playingAnimations.Add(key, playback);
}
public bool HasRunningAnimation(string key)
{
return _playingAnimations.ContainsKey(key);
}
public void Stop(string key)
{
_playingAnimations.Remove(key);
}
internal void Update(float frameTime)
{
if (_playingAnimations.Count == 0)
{
return;
}
// TODO: Get rid of this ToArray() allocation.
foreach (var (key, playback) in _playingAnimations.ToArray())
{
var keep = UpdatePlayback(Owner, playback, frameTime);
if (!keep)
{
_playingAnimations.Remove(key);
}
}
}
}
}