mirror of
https://github.com/space-wizards/RobustToolbox.git
synced 2026-02-14 19:29:36 +01:00
Co-authored-by: metalgearsloth <31366439+metalgearsloth@users.noreply.github.com> Co-authored-by: metalgearsloth <comedian_vs_clown@hotmail.com>
2067 lines
70 KiB
C#
2067 lines
70 KiB
C#
using System;
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using System.Collections.Generic;
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using System.Globalization;
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using System.Linq;
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using System.Text;
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using Robust.Client.Graphics;
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using Robust.Client.ResourceManagement;
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using Robust.Client.Utility;
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using Robust.Shared.Animations;
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using Robust.Shared.GameObjects;
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using Robust.Shared.IoC;
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using Robust.Shared.Log;
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using Robust.Shared.Map;
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using Robust.Shared.Maths;
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using Robust.Shared.Prototypes;
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using Robust.Shared.Reflection;
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using Robust.Shared.Serialization;
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using Robust.Shared.Serialization.Manager.Attributes;
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using Robust.Shared.Serialization.TypeSerializers.Implementations.Custom;
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using Robust.Shared.Utility;
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using Robust.Shared.ViewVariables;
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using DrawDepthTag = Robust.Shared.GameObjects.DrawDepth;
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namespace Robust.Client.GameObjects
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{
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[ComponentReference(typeof(SharedSpriteComponent))]
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[ComponentReference(typeof(ISpriteComponent))]
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public sealed class SpriteComponent : SharedSpriteComponent, ISpriteComponent,
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IComponentDebug, ISerializationHooks
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{
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[Dependency] private readonly IResourceCache resourceCache = default!;
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[Dependency] private readonly IPrototypeManager prototypes = default!;
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[Dependency] private readonly IEntityManager entities = default!;
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[DataField("visible")]
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private bool _visible = true;
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[ViewVariables(VVAccess.ReadWrite)]
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public override bool Visible
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{
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get => _visible;
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set
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{
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if (_visible == value) return;
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_visible = value;
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entities.EventBus.RaiseLocalEvent(Owner, new SpriteUpdateEvent());
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}
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}
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[DataField("drawdepth", customTypeSerializer: typeof(ConstantSerializer<DrawDepthTag>))]
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private int drawDepth = DrawDepthTag.Default;
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/// <summary>
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/// Z-index for drawing.
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/// </summary>
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[ViewVariables(VVAccess.ReadWrite)]
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public int DrawDepth
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{
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get => drawDepth;
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set => drawDepth = value;
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}
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[DataField("scale")]
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private Vector2 scale = Vector2.One;
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/// <summary>
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/// A scale applied to all layers.
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/// </summary>
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[Animatable]
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[ViewVariables(VVAccess.ReadWrite)]
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public Vector2 Scale
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{
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get => scale;
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set => scale = value;
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}
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[DataField("rotation")]
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private Angle rotation = Angle.Zero;
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[Animatable]
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[ViewVariables(VVAccess.ReadWrite)]
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public Angle Rotation
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{
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get => rotation;
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set => rotation = value;
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}
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[DataField("offset")]
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private Vector2 offset = Vector2.Zero;
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/// <summary>
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/// Offset applied to all layers.
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/// </summary>
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[Animatable]
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[ViewVariables(VVAccess.ReadWrite)]
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public Vector2 Offset
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{
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get => offset;
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set => offset = value;
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}
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[DataField("color")]
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private Color color = Color.White;
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[Animatable]
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[ViewVariables(VVAccess.ReadWrite)]
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public Color Color
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{
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get => color;
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set => color = value;
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}
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[ViewVariables]
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internal RenderingTreeComponent? RenderTree { get; set; } = null;
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[DataField("layerDatums")]
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private List<PrototypeLayerData> LayerDatums
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{
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get
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{
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var layerDatums = new List<PrototypeLayerData>();
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foreach (var layer in Layers)
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{
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layerDatums.Add(layer.ToPrototypeData());
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}
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return layerDatums;
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}
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set
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{
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if (value == null) return;
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Layers.Clear();
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foreach (var layerDatum in value)
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{
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var anyTextureAttempted = false;
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var layer = new Layer(this);
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if (!string.IsNullOrWhiteSpace(layerDatum.RsiPath))
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{
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var path = TextureRoot / layerDatum.RsiPath;
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if (IoCManager.Resolve<IResourceCache>().TryGetResource(path, out RSIResource? resource))
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{
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layer.RSI = resource.RSI;
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}
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else
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{
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Logger.ErrorS(LogCategory, "Unable to load layer RSI '{0}'.", path);
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}
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}
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if (!string.IsNullOrWhiteSpace(layerDatum.State))
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{
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anyTextureAttempted = true;
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var theRsi = layer.RSI ?? BaseRSI;
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if (theRsi == null)
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{
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Logger.ErrorS(LogCategory,
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"Layer has no RSI to load states from. Cannot use 'state' property. ({0})",
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layerDatum.State);
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}
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else
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{
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var stateid = new RSI.StateId(layerDatum.State);
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layer.State = stateid;
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if (theRsi.TryGetState(stateid, out var state))
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{
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// Always use south because this layer will be cached in the serializer.
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layer.AnimationTimeLeft = state.GetDelay(0);
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}
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else
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{
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Logger.ErrorS(LogCategory,
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$"State '{stateid}' not found in RSI: '{theRsi.Path}'.",
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stateid);
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}
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}
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}
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if (!string.IsNullOrWhiteSpace(layerDatum.TexturePath))
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{
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anyTextureAttempted = true;
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if (layer.State.IsValid)
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{
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Logger.ErrorS(LogCategory,
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"Cannot specify 'texture' on a layer if it has an RSI state specified."
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);
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}
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else
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{
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layer.Texture =
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IoCManager.Resolve<IResourceCache>().GetResource<TextureResource>(TextureRoot / layerDatum.TexturePath);
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}
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}
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if (!string.IsNullOrWhiteSpace(layerDatum.Shader))
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{
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if (IoCManager.Resolve<IPrototypeManager>().TryIndex<ShaderPrototype>(layerDatum.Shader, out var prototype))
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{
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layer.Shader = prototype.Instance();
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}
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else
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{
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Logger.ErrorS(LogCategory,
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"Shader prototype '{0}' does not exist.",
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layerDatum.Shader);
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}
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}
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layer.Color = layerDatum.Color;
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layer.Rotation = layerDatum.Rotation;
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layer._offset = layerDatum.Offset;
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// If neither state: nor texture: were provided we assume that they want a blank invisible layer.
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layer.Visible = anyTextureAttempted && layerDatum.Visible;
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layer.Scale = layerDatum.Scale;
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Layers.Add(layer);
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if (layerDatum.MapKeys != null)
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{
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var index = Layers.Count - 1;
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foreach (var keyString in layerDatum.MapKeys)
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{
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object key;
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if (IoCManager.Resolve<IReflectionManager>().TryParseEnumReference(keyString, out var @enum))
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{
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key = @enum;
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}
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else
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{
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key = keyString;
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}
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if (LayerMap.ContainsKey(key))
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{
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Logger.ErrorS(LogCategory, "Duplicate layer map key definition: {0}", key);
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continue;
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}
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LayerMap.Add(key, index);
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}
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}
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}
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_layerMapShared = true;
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QueueUpdateIsInert();
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}
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}
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private RSI? _baseRsi;
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[ViewVariables(VVAccess.ReadWrite)]
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[DataField("rsi", priority: 2)]
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public RSI? BaseRSI
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{
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get => _baseRsi;
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set
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{
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_baseRsi = value;
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if (value == null)
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{
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return;
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}
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for (var i = 0; i < Layers.Count; i++)
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{
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var layer = Layers[i];
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if (!layer.State.IsValid || layer.RSI != null)
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{
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continue;
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}
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if (value.TryGetState(layer.State, out var state))
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{
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layer.AnimationTimeLeft = state.GetDelay(0);
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}
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else
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{
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Logger.ErrorS(LogCategory,
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"Layer '{0}'no longer has state '{1}' due to base RSI change. Trace:\n{2}",
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i, layer.State, Environment.StackTrace);
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layer.Texture = null;
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}
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}
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}
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}
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[DataField("sprite", readOnly: true)] private string? rsi;
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[DataField("layers", readOnly: true)] private List<PrototypeLayerData> layerDatums = new();
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[DataField("state", readOnly: true)] private string? state;
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[DataField("texture", readOnly: true)] private string? texture;
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[ViewVariables(VVAccess.ReadWrite)]
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public bool ContainerOccluded
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{
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get => _containerOccluded;
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set
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{
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if (_containerOccluded == value) return;
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_containerOccluded = value;
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entities.EventBus.RaiseLocalEvent(Owner, new SpriteUpdateEvent());
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}
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}
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private bool _containerOccluded;
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[ViewVariables(VVAccess.ReadWrite)]
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public bool TreeUpdateQueued { get; set; }
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[ViewVariables(VVAccess.ReadWrite)] private bool _inertUpdateQueued;
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[ViewVariables(VVAccess.ReadWrite)]
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public ShaderInstance? PostShader { get; set; }
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[ViewVariables] private Dictionary<object, int> LayerMap = new();
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[ViewVariables] private bool _layerMapShared;
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[ViewVariables] private List<Layer> Layers = new();
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[ViewVariables(VVAccess.ReadWrite)] public uint RenderOrder { get; set; }
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// TODO: this should absolutely not be static.
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private static ShaderInstance? _defaultShader;
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[ViewVariables]
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private ShaderInstance? DefaultShader => _defaultShader ??= prototypes
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.Index<ShaderPrototype>("shaded")
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.Instance();
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public const string LogCategory = "go.comp.sprite";
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const string LayerSerializationCache = "spritelayer";
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const string LayerMapSerializationCache = "spritelayermap";
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[ViewVariables(VVAccess.ReadWrite)] public bool IsInert { get; private set; }
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void ISerializationHooks.AfterDeserialization()
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{
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{
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if (!string.IsNullOrWhiteSpace(rsi))
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{
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var rsiPath = TextureRoot / rsi;
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if(IoCManager.Resolve<IResourceCache>().TryGetResource(rsiPath, out RSIResource? resource))
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{
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BaseRSI = resource.RSI;
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}
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else
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{
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Logger.ErrorS(LogCategory, "Unable to load RSI '{0}'.", rsiPath);
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}
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}
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}
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if (layerDatums.Count == 0)
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{
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if (state != null || texture != null)
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{
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layerDatums.Insert(0, new PrototypeLayerData
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{
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TexturePath = string.IsNullOrWhiteSpace(texture) ? null : texture,
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State = string.IsNullOrWhiteSpace(state) ? null : state,
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Color = Color.White,
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Scale = Vector2.One,
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Visible = true,
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});
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state = null;
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texture = null;
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}
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}
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if (layerDatums.Count != 0)
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{
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LayerMap.Clear();
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LayerDatums = layerDatums;
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}
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}
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/// <summary>
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/// Update this sprite component to visibly match the current state of other at the time
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/// this is called. Does not keep them perpetually in sync.
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/// This does some deep copying thus exerts some gc pressure, so avoid this for hot code paths.
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/// </summary>
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public void CopyFrom(SpriteComponent other)
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{
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//deep copying things to avoid entanglement
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_baseRsi = other._baseRsi;
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_visible = other._visible;
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_layerMapShared = other._layerMapShared;
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color = other.color;
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offset = other.offset;
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rotation = other.rotation;
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scale = other.scale;
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drawDepth = other.drawDepth;
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_screenLock = other._screenLock;
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_overrideDirection = other._overrideDirection;
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_enableOverrideDirection = other._enableOverrideDirection;
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Layers = new List<Layer>(other.Layers.Count);
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foreach (var otherLayer in other.Layers)
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{
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Layers.Add(new Layer(otherLayer, this));
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}
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IsInert = other.IsInert;
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LayerMap = other.LayerMap.ToDictionary(entry => entry.Key,
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entry => entry.Value);
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if (other.PostShader != null)
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{
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// only need to copy the shader if it's mutable
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PostShader = other.PostShader.Mutable ? other.PostShader.Duplicate() : other.PostShader;
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}
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else
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{
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PostShader = null;
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}
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RenderOrder = other.RenderOrder;
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}
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public Matrix3 GetLocalMatrix()
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{
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return Matrix3.CreateTransform(in offset, in rotation, in scale);
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}
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/// <inheritdoc />
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public void LayerMapSet(object key, int layer)
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{
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if (layer < 0 || layer >= Layers.Count)
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{
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throw new ArgumentOutOfRangeException();
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}
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_layerMapEnsurePrivate();
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LayerMap.Add(key, layer);
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}
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/// <inheritdoc />
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public void LayerMapRemove(object key)
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{
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_layerMapEnsurePrivate();
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LayerMap.Remove(key);
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}
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/// <inheritdoc />
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public int LayerMapGet(object key)
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{
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return LayerMap[key];
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}
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/// <inheritdoc />
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public bool LayerMapTryGet(object key, out int layer)
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{
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return LayerMap.TryGetValue(key, out layer);
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}
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private void _layerMapEnsurePrivate()
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{
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if (!_layerMapShared)
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{
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return;
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}
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LayerMap = LayerMap.ShallowClone();
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_layerMapShared = false;
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}
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public void LayerMapReserveBlank(object key)
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{
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if (LayerMapTryGet(key, out var _))
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{
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return;
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}
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LayerMapSet(key, AddBlankLayer());
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}
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public int AddBlankLayer(int? newIndex = null)
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{
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var layer = new Layer(this) { Visible = false };
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return AddLayer(layer, newIndex);
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}
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public int AddLayer(string texturePath, int? newIndex = null)
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{
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return AddLayer(new ResourcePath(texturePath), newIndex);
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}
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public int AddLayer(ResourcePath texturePath, int? newIndex = null)
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{
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if (!resourceCache.TryGetResource<TextureResource>(TextureRoot / texturePath, out var texture))
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{
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if (texturePath.Extension == "rsi")
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{
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Logger.ErrorS(LogCategory,
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"Expected texture but got rsi '{0}', did you mean 'sprite:' instead of 'texture:'?",
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texturePath);
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}
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Logger.ErrorS(LogCategory, "Unable to load texture '{0}'. Trace:\n{1}", texturePath,
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Environment.StackTrace);
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}
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return AddLayer(texture?.Texture, newIndex);
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}
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public int AddLayer(Texture? texture, int? newIndex = null)
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{
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var layer = new Layer(this) { Texture = texture };
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return AddLayer(layer, newIndex);
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}
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public int AddLayer(RSI.StateId stateId, int? newIndex = null)
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{
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var layer = new Layer(this) { State = stateId };
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if (BaseRSI != null && BaseRSI.TryGetState(stateId, out var state))
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{
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layer.AnimationTimeLeft = state.GetDelay(0);
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}
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else
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{
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Logger.ErrorS(LogCategory, "State does not exist in RSI: '{0}'. Trace:\n{1}", stateId,
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Environment.StackTrace);
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}
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return AddLayer(layer, newIndex);
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}
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public int AddLayerState(string stateId, int? newIndex = null)
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{
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return AddLayer(new RSI.StateId(stateId), newIndex);
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}
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public int AddLayer(RSI.StateId stateId, string rsiPath, int? newIndex = null)
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{
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return AddLayer(stateId, new ResourcePath(rsiPath), newIndex);
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}
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public int AddLayerState(string stateId, string rsiPath, int? newIndex = null)
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{
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return AddLayer(new RSI.StateId(stateId), rsiPath, newIndex);
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}
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public int AddLayer(RSI.StateId stateId, ResourcePath rsiPath, int? newIndex = null)
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{
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if (!resourceCache.TryGetResource<RSIResource>(TextureRoot / rsiPath, out var res))
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{
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Logger.ErrorS(LogCategory, "Unable to load RSI '{0}'. Trace:\n{1}", rsiPath, Environment.StackTrace);
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}
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return AddLayer(stateId, res?.RSI, newIndex);
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}
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public int AddLayerState(string stateId, ResourcePath rsiPath, int? newIndex = null)
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{
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return AddLayer(new RSI.StateId(stateId), rsiPath, newIndex);
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}
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public int AddLayer(RSI.StateId stateId, RSI? rsi, int? newIndex = null)
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{
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var layer = new Layer(this) { State = stateId, RSI = rsi };
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if (rsi != null && rsi.TryGetState(stateId, out var state))
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{
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layer.AnimationTimeLeft = state.GetDelay(0);
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}
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else
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{
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Logger.ErrorS(LogCategory, "State does not exist in RSI: '{0}'. Trace:\n{1}", stateId,
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Environment.StackTrace);
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}
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return AddLayer(layer, newIndex);
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}
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|
|
public int AddLayerState(string stateId, RSI rsi, int? newIndex = null)
|
|
{
|
|
return AddLayer(new RSI.StateId(stateId), rsi, newIndex);
|
|
}
|
|
|
|
public int AddLayer(SpriteSpecifier specifier, int? newIndex = null)
|
|
{
|
|
switch (specifier)
|
|
{
|
|
case SpriteSpecifier.Texture tex:
|
|
return AddLayer(tex.TexturePath, newIndex);
|
|
|
|
case SpriteSpecifier.Rsi rsi:
|
|
return AddLayerState(rsi.RsiState, rsi.RsiPath, newIndex);
|
|
|
|
default:
|
|
throw new NotImplementedException();
|
|
}
|
|
}
|
|
|
|
private int AddLayer(Layer layer, int? newIndex)
|
|
{
|
|
int index;
|
|
if (newIndex.HasValue)
|
|
{
|
|
Layers.Insert(newIndex.Value, layer);
|
|
foreach (var kv in LayerMap)
|
|
{
|
|
if (kv.Value >= newIndex.Value)
|
|
{
|
|
LayerMap[kv.Key] = kv.Value + 1;
|
|
}
|
|
}
|
|
|
|
index = newIndex.Value;
|
|
}
|
|
else
|
|
{
|
|
Layers.Add(layer);
|
|
index = Layers.Count - 1;
|
|
}
|
|
|
|
QueueUpdateIsInert();
|
|
return index;
|
|
}
|
|
|
|
public void RemoveLayer(int layer)
|
|
{
|
|
if (Layers.Count <= layer)
|
|
{
|
|
Logger.ErrorS(LogCategory, "Layer with index '{0}' does not exist, cannot remove! Trace:\n{1}", layer,
|
|
Environment.StackTrace);
|
|
return;
|
|
}
|
|
|
|
Layers.RemoveAt(layer);
|
|
foreach (var kv in LayerMap)
|
|
{
|
|
if (kv.Value == layer)
|
|
{
|
|
LayerMap.Remove(kv.Key);
|
|
}
|
|
|
|
else if (kv.Value > layer)
|
|
{
|
|
LayerMap[kv.Key] = kv.Value - 1;
|
|
}
|
|
}
|
|
|
|
QueueUpdateIsInert();
|
|
}
|
|
|
|
public void RemoveLayer(object layerKey)
|
|
{
|
|
if (!LayerMapTryGet(layerKey, out var layer))
|
|
{
|
|
Logger.ErrorS(LogCategory, "Layer with key '{0}' does not exist, cannot remove! Trace:\n{1}", layerKey,
|
|
Environment.StackTrace);
|
|
return;
|
|
}
|
|
|
|
RemoveLayer(layer);
|
|
}
|
|
|
|
public void LayerSetShader(int layer, ShaderInstance? shader)
|
|
{
|
|
if (Layers.Count <= layer)
|
|
{
|
|
Logger.ErrorS(LogCategory, "Layer with index '{0}' does not exist, cannot set shader! Trace:\n{1}",
|
|
layer, Environment.StackTrace);
|
|
return;
|
|
}
|
|
|
|
var theLayer = Layers[layer];
|
|
theLayer.Shader = shader;
|
|
}
|
|
|
|
public void LayerSetShader(object layerKey, ShaderInstance shader)
|
|
{
|
|
if (!LayerMapTryGet(layerKey, out var layer))
|
|
{
|
|
Logger.ErrorS(LogCategory, "Layer with key '{0}' does not exist, cannot set shader! Trace:\n{1}",
|
|
layerKey, Environment.StackTrace);
|
|
return;
|
|
}
|
|
|
|
LayerSetShader(layer, shader);
|
|
}
|
|
|
|
public void LayerSetShader(int layer, string shaderName)
|
|
{
|
|
if (!prototypes.TryIndex<ShaderPrototype>(shaderName, out var prototype))
|
|
{
|
|
Logger.ErrorS(LogCategory, "Shader prototype '{0}' does not exist. Trace:\n{1}", shaderName,
|
|
Environment.StackTrace);
|
|
}
|
|
|
|
// This will set the shader to null if it does not exist.
|
|
LayerSetShader(layer, prototype?.Instance());
|
|
}
|
|
|
|
public void LayerSetShader(object layerKey, string shaderName)
|
|
{
|
|
if (!LayerMapTryGet(layerKey, out var layer))
|
|
{
|
|
Logger.ErrorS(LogCategory, "Layer with key '{0}' does not exist, cannot set shader! Trace:\n{1}",
|
|
layerKey, Environment.StackTrace);
|
|
return;
|
|
}
|
|
|
|
LayerSetShader(layer, shaderName);
|
|
}
|
|
|
|
public void LayerSetSprite(int layer, SpriteSpecifier specifier)
|
|
{
|
|
if (Layers.Count <= layer)
|
|
{
|
|
Logger.ErrorS(LogCategory, "Layer with index '{0}' does not exist, cannot set sprite! Trace:\n{1}",
|
|
layer, Environment.StackTrace);
|
|
return;
|
|
}
|
|
|
|
switch (specifier)
|
|
{
|
|
case SpriteSpecifier.Texture tex:
|
|
LayerSetTexture(layer, tex.TexturePath);
|
|
break;
|
|
case SpriteSpecifier.Rsi rsi:
|
|
LayerSetState(layer, rsi.RsiState, rsi.RsiPath);
|
|
break;
|
|
default:
|
|
throw new NotImplementedException();
|
|
}
|
|
}
|
|
|
|
public void LayerSetSprite(object layerKey, SpriteSpecifier specifier)
|
|
{
|
|
if (!LayerMapTryGet(layerKey, out var layer))
|
|
{
|
|
Logger.ErrorS(LogCategory, "Layer with key '{0}' does not exist, cannot set sprite! Trace:\n{1}",
|
|
layerKey, Environment.StackTrace);
|
|
return;
|
|
}
|
|
|
|
LayerSetSprite(layer, specifier);
|
|
}
|
|
|
|
public void LayerSetTexture(int layer, Texture? texture)
|
|
{
|
|
if (Layers.Count <= layer)
|
|
{
|
|
Logger.ErrorS(LogCategory, "Layer with index '{0}' does not exist, cannot set texture! Trace:\n{1}",
|
|
layer, Environment.StackTrace);
|
|
return;
|
|
}
|
|
|
|
var theLayer = Layers[layer];
|
|
theLayer.SetTexture(texture);
|
|
}
|
|
|
|
public void LayerSetTexture(object layerKey, Texture texture)
|
|
{
|
|
if (!LayerMapTryGet(layerKey, out var layer))
|
|
{
|
|
Logger.ErrorS(LogCategory, "Layer with key '{0}' does not exist, cannot set texture! Trace:\n{1}",
|
|
layerKey, Environment.StackTrace);
|
|
return;
|
|
}
|
|
|
|
LayerSetTexture(layer, texture);
|
|
}
|
|
|
|
public void LayerSetTexture(int layer, string texturePath)
|
|
{
|
|
LayerSetTexture(layer, new ResourcePath(texturePath));
|
|
}
|
|
|
|
public void LayerSetTexture(object layerKey, string texturePath)
|
|
{
|
|
LayerSetTexture(layerKey, new ResourcePath(texturePath));
|
|
}
|
|
|
|
public void LayerSetTexture(int layer, ResourcePath texturePath)
|
|
{
|
|
if (!resourceCache.TryGetResource<TextureResource>(TextureRoot / texturePath, out var texture))
|
|
{
|
|
if (texturePath.Extension == "rsi")
|
|
{
|
|
Logger.ErrorS(LogCategory,
|
|
"Expected texture but got rsi '{0}', did you mean 'sprite:' instead of 'texture:'?",
|
|
texturePath);
|
|
}
|
|
|
|
Logger.ErrorS(LogCategory, "Unable to load texture '{0}'. Trace:\n{1}", texturePath,
|
|
Environment.StackTrace);
|
|
}
|
|
|
|
LayerSetTexture(layer, texture?.Texture);
|
|
}
|
|
|
|
public void LayerSetTexture(object layerKey, ResourcePath texturePath)
|
|
{
|
|
if (!LayerMapTryGet(layerKey, out var layer))
|
|
{
|
|
Logger.ErrorS(LogCategory, "Layer with key '{0}' does not exist, cannot set texture! Trace:\n{1}",
|
|
layerKey, Environment.StackTrace);
|
|
return;
|
|
}
|
|
|
|
LayerSetTexture(layer, texturePath);
|
|
}
|
|
|
|
public void LayerSetState(int layer, RSI.StateId stateId)
|
|
{
|
|
if (Layers.Count <= layer)
|
|
{
|
|
Logger.ErrorS(LogCategory, "Layer with index '{0}' does not exist, cannot set state! Trace:\n{1}",
|
|
layer, Environment.StackTrace);
|
|
return;
|
|
}
|
|
|
|
var theLayer = Layers[layer];
|
|
theLayer.SetState(stateId);
|
|
}
|
|
|
|
public void LayerSetState(object layerKey, RSI.StateId stateId)
|
|
{
|
|
if (!LayerMapTryGet(layerKey, out var layer))
|
|
{
|
|
Logger.ErrorS(LogCategory, "Layer with key '{0}' does not exist, cannot set state! Trace:\n{1}",
|
|
layerKey, Environment.StackTrace);
|
|
return;
|
|
}
|
|
|
|
LayerSetState(layer, stateId);
|
|
}
|
|
|
|
public void LayerSetState(int layer, RSI.StateId stateId, RSI? rsi)
|
|
{
|
|
if (Layers.Count <= layer)
|
|
{
|
|
Logger.ErrorS(LogCategory, "Layer with index '{0}' does not exist, cannot set state! Trace:\n{1}",
|
|
layer, Environment.StackTrace);
|
|
return;
|
|
}
|
|
|
|
var theLayer = Layers[layer];
|
|
theLayer.State = stateId;
|
|
theLayer.RSI = rsi;
|
|
var actualRsi = theLayer.RSI ?? BaseRSI;
|
|
if (actualRsi == null)
|
|
{
|
|
Logger.ErrorS(LogCategory, "No RSI to pull new state from! Trace:\n{0}", Environment.StackTrace);
|
|
theLayer.Texture = null;
|
|
}
|
|
else
|
|
{
|
|
if (actualRsi.TryGetState(stateId, out var state))
|
|
{
|
|
theLayer.AnimationFrame = 0;
|
|
theLayer.AnimationTime = 0;
|
|
theLayer.AnimationTimeLeft = state.GetDelay(0);
|
|
}
|
|
else
|
|
{
|
|
Logger.ErrorS(LogCategory, "State '{0}' does not exist in RSI {1}. Trace:\n{2}", stateId,
|
|
actualRsi.Path, Environment.StackTrace);
|
|
theLayer.Texture = null;
|
|
}
|
|
}
|
|
}
|
|
|
|
public void LayerSetState(object layerKey, RSI.StateId stateId, RSI rsi)
|
|
{
|
|
if (!LayerMapTryGet(layerKey, out var layer))
|
|
{
|
|
Logger.ErrorS(LogCategory, "Layer with key '{0}' does not exist, cannot set state! Trace:\n{1}",
|
|
layerKey, Environment.StackTrace);
|
|
return;
|
|
}
|
|
|
|
LayerSetState(layer, stateId, rsi);
|
|
}
|
|
|
|
public void LayerSetState(int layer, RSI.StateId stateId, string rsiPath)
|
|
{
|
|
LayerSetState(layer, stateId, new ResourcePath(rsiPath));
|
|
}
|
|
|
|
public void LayerSetState(object layerKey, RSI.StateId stateId, string rsiPath)
|
|
{
|
|
LayerSetState(layerKey, stateId, new ResourcePath(rsiPath));
|
|
}
|
|
|
|
public void LayerSetState(int layer, RSI.StateId stateId, ResourcePath rsiPath)
|
|
{
|
|
if (!resourceCache.TryGetResource<RSIResource>(TextureRoot / rsiPath, out var res))
|
|
{
|
|
Logger.ErrorS(LogCategory, "Unable to load RSI '{0}'. Trace:\n{1}", rsiPath, Environment.StackTrace);
|
|
}
|
|
|
|
LayerSetState(layer, stateId, res?.RSI);
|
|
}
|
|
|
|
public void LayerSetState(object layerKey, RSI.StateId stateId, ResourcePath rsiPath)
|
|
{
|
|
if (!LayerMapTryGet(layerKey, out var layer))
|
|
{
|
|
Logger.ErrorS(LogCategory, "Layer with key '{0}' does not exist, cannot set state! Trace:\n{1}",
|
|
layerKey, Environment.StackTrace);
|
|
return;
|
|
}
|
|
|
|
LayerSetState(layer, stateId, rsiPath);
|
|
}
|
|
|
|
public void LayerSetRSI(int layer, RSI? rsi)
|
|
{
|
|
if (Layers.Count <= layer)
|
|
{
|
|
Logger.ErrorS(LogCategory, "Layer with index '{0}' does not exist, cannot set RSI! Trace:\n{1}", layer,
|
|
Environment.StackTrace);
|
|
return;
|
|
}
|
|
|
|
var theLayer = Layers[layer];
|
|
theLayer.SetRsi(rsi);
|
|
}
|
|
|
|
public void LayerSetRSI(object layerKey, RSI rsi)
|
|
{
|
|
if (!LayerMapTryGet(layerKey, out var layer))
|
|
{
|
|
Logger.ErrorS(LogCategory, "Layer with key '{0}' does not exist, cannot set RSI! Trace:\n{1}", layerKey,
|
|
Environment.StackTrace);
|
|
return;
|
|
}
|
|
|
|
LayerSetRSI(layer, rsi);
|
|
}
|
|
|
|
public void LayerSetRSI(int layer, string rsiPath)
|
|
{
|
|
LayerSetRSI(layer, new ResourcePath(rsiPath));
|
|
}
|
|
|
|
public void LayerSetRSI(object layerKey, string rsiPath)
|
|
{
|
|
LayerSetRSI(layerKey, new ResourcePath(rsiPath));
|
|
}
|
|
|
|
public void LayerSetRSI(int layer, ResourcePath rsiPath)
|
|
{
|
|
if (!resourceCache.TryGetResource<RSIResource>(TextureRoot / rsiPath, out var res))
|
|
{
|
|
Logger.ErrorS(LogCategory, "Unable to load RSI '{0}'. Trace:\n{1}", rsiPath, Environment.StackTrace);
|
|
}
|
|
|
|
LayerSetRSI(layer, res?.RSI);
|
|
}
|
|
|
|
public void LayerSetRSI(object layerKey, ResourcePath rsiPath)
|
|
{
|
|
if (!LayerMapTryGet(layerKey, out var layer))
|
|
{
|
|
Logger.ErrorS(LogCategory, "Layer with key '{0}' does not exist, cannot set RSI! Trace:\n{1}", layerKey,
|
|
Environment.StackTrace);
|
|
return;
|
|
}
|
|
|
|
LayerSetRSI(layer, rsiPath);
|
|
}
|
|
|
|
public void LayerSetScale(int layer, Vector2 scale)
|
|
{
|
|
if (Layers.Count <= layer)
|
|
{
|
|
Logger.ErrorS(LogCategory, "Layer with index '{0}' does not exist, cannot set scale! Trace:\n{1}",
|
|
layer, Environment.StackTrace);
|
|
return;
|
|
}
|
|
|
|
var theLayer = Layers[layer];
|
|
theLayer.Scale = scale;
|
|
}
|
|
|
|
public void LayerSetScale(object layerKey, Vector2 scale)
|
|
{
|
|
if (!LayerMapTryGet(layerKey, out var layer))
|
|
{
|
|
Logger.ErrorS(LogCategory, "Layer with key '{0}' does not exist, cannot set scale! Trace:\n{1}",
|
|
layerKey, Environment.StackTrace);
|
|
return;
|
|
}
|
|
|
|
LayerSetScale(layer, scale);
|
|
}
|
|
|
|
|
|
public void LayerSetRotation(int layer, Angle rotation)
|
|
{
|
|
if (Layers.Count <= layer)
|
|
{
|
|
Logger.ErrorS(LogCategory, "Layer with index '{0}' does not exist, cannot set rotation! Trace:\n{1}",
|
|
layer, Environment.StackTrace);
|
|
return;
|
|
}
|
|
|
|
var theLayer = Layers[layer];
|
|
theLayer.Rotation = rotation;
|
|
}
|
|
|
|
public void LayerSetRotation(object layerKey, Angle rotation)
|
|
{
|
|
if (!LayerMapTryGet(layerKey, out var layer))
|
|
{
|
|
Logger.ErrorS(LogCategory, "Layer with key '{0}' does not exist, cannot set rotation! Trace:\n{1}",
|
|
layerKey, Environment.StackTrace);
|
|
return;
|
|
}
|
|
|
|
LayerSetRotation(layer, rotation);
|
|
}
|
|
|
|
public void LayerSetVisible(int layer, bool visible)
|
|
{
|
|
if (Layers.Count <= layer)
|
|
{
|
|
Logger.ErrorS(LogCategory, "Layer with index '{0}' does not exist, cannot set visibility! Trace:\n{1}",
|
|
layer, Environment.StackTrace);
|
|
return;
|
|
}
|
|
|
|
Layers[layer].SetVisible(visible);
|
|
}
|
|
|
|
public void LayerSetVisible(object layerKey, bool visible)
|
|
{
|
|
if (!LayerMapTryGet(layerKey, out var layer))
|
|
{
|
|
Logger.ErrorS(LogCategory, "Layer with key '{0}' does not exist, cannot set visibility! Trace:\n{1}",
|
|
layerKey, Environment.StackTrace);
|
|
return;
|
|
}
|
|
|
|
LayerSetVisible(layer, visible);
|
|
}
|
|
|
|
public void LayerSetColor(int layer, Color color)
|
|
{
|
|
if (Layers.Count <= layer)
|
|
{
|
|
Logger.ErrorS(LogCategory, "Layer with index '{0}' does not exist, cannot set color! Trace:\n{1}",
|
|
layer, Environment.StackTrace);
|
|
return;
|
|
}
|
|
|
|
var theLayer = Layers[layer];
|
|
theLayer.Color = color;
|
|
}
|
|
|
|
public void LayerSetColor(object layerKey, Color color)
|
|
{
|
|
if (!LayerMapTryGet(layerKey, out var layer))
|
|
{
|
|
Logger.ErrorS(LogCategory, "Layer with key '{0}' does not exist, cannot set color! Trace:\n{1}",
|
|
layerKey, Environment.StackTrace);
|
|
return;
|
|
}
|
|
|
|
LayerSetColor(layer, color);
|
|
}
|
|
|
|
public void LayerSetDirOffset(int layer, DirectionOffset offset)
|
|
{
|
|
if (Layers.Count <= layer)
|
|
{
|
|
Logger.ErrorS(LogCategory, "Layer with index '{0}' does not exist, cannot set dir offset! Trace:\n{1}",
|
|
layer, Environment.StackTrace);
|
|
return;
|
|
}
|
|
|
|
var theLayer = Layers[layer];
|
|
theLayer.DirOffset = offset;
|
|
}
|
|
|
|
public void LayerSetDirOffset(object layerKey, DirectionOffset offset)
|
|
{
|
|
if (!LayerMapTryGet(layerKey, out var layer))
|
|
{
|
|
Logger.ErrorS(LogCategory, "Layer with key '{0}' does not exist, cannot set dir offset! Trace:\n{1}",
|
|
layerKey, Environment.StackTrace);
|
|
return;
|
|
}
|
|
|
|
LayerSetDirOffset(layer, offset);
|
|
}
|
|
|
|
public void LayerSetAnimationTime(int layer, float animationTime)
|
|
{
|
|
if (Layers.Count <= layer)
|
|
{
|
|
Logger.ErrorS(LogCategory,
|
|
"Layer with index '{0}' does not exist, cannot set animation time! Trace:\n{1}",
|
|
layer, Environment.StackTrace);
|
|
return;
|
|
}
|
|
|
|
Layers[layer].SetAnimationTime(animationTime);
|
|
}
|
|
|
|
public void LayerSetAnimationTime(object layerKey, float animationTime)
|
|
{
|
|
if (!LayerMapTryGet(layerKey, out var layer))
|
|
{
|
|
Logger.ErrorS(LogCategory,
|
|
"Layer with key '{0}' does not exist, cannot set animation time! Trace:\n{1}",
|
|
layerKey, Environment.StackTrace);
|
|
return;
|
|
}
|
|
|
|
LayerSetAnimationTime(layer, animationTime);
|
|
}
|
|
|
|
public void LayerSetAutoAnimated(int layer, bool autoAnimated)
|
|
{
|
|
if (Layers.Count <= layer)
|
|
{
|
|
Logger.ErrorS(LogCategory,
|
|
"Layer with index '{0}' does not exist, cannot set auto animated! Trace:\n{1}",
|
|
layer, Environment.StackTrace);
|
|
return;
|
|
}
|
|
|
|
Layers[layer].SetAutoAnimated(autoAnimated);
|
|
}
|
|
|
|
public void LayerSetAutoAnimated(object layerKey, bool autoAnimated)
|
|
{
|
|
if (!LayerMapTryGet(layerKey, out var layer))
|
|
{
|
|
Logger.ErrorS(LogCategory, "Layer with key '{0}' does not exist, cannot set auto animated! Trace:\n{1}",
|
|
layerKey, Environment.StackTrace);
|
|
return;
|
|
}
|
|
|
|
LayerSetAutoAnimated(layer, autoAnimated);
|
|
}
|
|
|
|
public void LayerSetOffset(int layer, Vector2 layerOffset)
|
|
{
|
|
if (Layers.Count <= layer)
|
|
{
|
|
Logger.ErrorS(LogCategory,
|
|
"Layer with index '{0}' does not exist, cannot set offset! Trace:\n{1}",
|
|
layer, Environment.StackTrace);
|
|
return;
|
|
}
|
|
|
|
Layers[layer].SetOffset(layerOffset);
|
|
}
|
|
|
|
public void LayerSetOffset(object layerKey, Vector2 layerOffset)
|
|
{
|
|
if (!LayerMapTryGet(layerKey, out var layer))
|
|
{
|
|
Logger.ErrorS(LogCategory, "Layer with key '{0}' does not exist, cannot set offset! Trace:\n{1}",
|
|
layerKey, Environment.StackTrace);
|
|
return;
|
|
}
|
|
|
|
LayerSetOffset(layer, layerOffset);
|
|
}
|
|
|
|
/// <inheritdoc />
|
|
public RSI.StateId LayerGetState(int layer)
|
|
{
|
|
if (Layers.Count <= layer)
|
|
{
|
|
Logger.ErrorS(LogCategory, "Layer with index '{0}' does not exist, cannot get state! Trace:\n{1}",
|
|
layer, Environment.StackTrace);
|
|
return null;
|
|
}
|
|
|
|
var thelayer = Layers[layer];
|
|
return thelayer.State;
|
|
}
|
|
|
|
public RSI? LayerGetActualRSI(int layer)
|
|
{
|
|
return this[layer].ActualRsi;
|
|
}
|
|
|
|
public RSI? LayerGetActualRSI(object layerKey)
|
|
{
|
|
return this[layerKey].ActualRsi;
|
|
}
|
|
|
|
public ISpriteLayer this[int layer] => Layers[layer];
|
|
public ISpriteLayer this[Index layer] => Layers[layer];
|
|
public ISpriteLayer this[object layerKey] => this[LayerMap[layerKey]];
|
|
public IEnumerable<ISpriteLayer> AllLayers => Layers;
|
|
|
|
// Lobby SpriteView rendering path
|
|
internal void Render(DrawingHandleWorld drawingHandle, Angle eyeRotation, Angle worldRotation, Direction? overrideDirection = null)
|
|
{
|
|
RenderInternal(drawingHandle, eyeRotation, worldRotation, Vector2.Zero, overrideDirection);
|
|
}
|
|
|
|
[DataField("noRot")] private bool _screenLock = false;
|
|
|
|
[DataField("overrideDir")]
|
|
private Direction _overrideDirection = Direction.East;
|
|
|
|
[DataField("enableOverrideDir")]
|
|
private bool _enableOverrideDirection;
|
|
|
|
/// <inheritdoc />
|
|
[ViewVariables(VVAccess.ReadWrite)]
|
|
public bool NoRotation { get => _screenLock; set => _screenLock = value; }
|
|
|
|
/// <inheritdoc />
|
|
[ViewVariables(VVAccess.ReadWrite)]
|
|
public Direction DirectionOverride { get => _overrideDirection; set => _overrideDirection = value; }
|
|
|
|
/// <inheritdoc />
|
|
[ViewVariables(VVAccess.ReadWrite)]
|
|
public bool EnableDirectionOverride { get => _enableOverrideDirection; set => _enableOverrideDirection = value; }
|
|
|
|
// Sprite rendering path
|
|
internal void Render(DrawingHandleWorld drawingHandle, Angle eyeRotation, in Angle worldRotation, in Vector2 worldPosition)
|
|
{
|
|
Direction? overrideDir = null;
|
|
if (_enableOverrideDirection)
|
|
{
|
|
overrideDir = _overrideDirection;
|
|
}
|
|
|
|
RenderInternal(drawingHandle, eyeRotation, worldRotation, worldPosition, overrideDir);
|
|
}
|
|
|
|
private void CalcModelMatrix(int numDirs, Angle eyeRotation, Angle worldRotation, Vector2 worldPosition, out Matrix3 modelMatrix)
|
|
{
|
|
Angle angle;
|
|
|
|
if (_screenLock)
|
|
{
|
|
// Negate the eye rotation in the model matrix, so that later when the view matrix is applied the
|
|
// sprite will be locked upright to the screen
|
|
angle = new Angle(-eyeRotation.Theta);
|
|
}
|
|
else
|
|
{
|
|
angle = CalcRectWorldAngle(worldRotation + eyeRotation, numDirs) - eyeRotation;
|
|
}
|
|
|
|
var sWorldRotation = angle;
|
|
modelMatrix = Matrix3.CreateTransform(in worldPosition, in sWorldRotation);
|
|
}
|
|
|
|
private void RenderInternal(DrawingHandleWorld drawingHandle, Angle eyeRotation, Angle worldRotation, Vector2 worldPosition, Direction? overrideDirection)
|
|
{
|
|
// Reduce the angles to fix math shenanigans
|
|
worldRotation = worldRotation.Reduced();
|
|
|
|
if (worldRotation.Theta < 0)
|
|
worldRotation = new Angle(worldRotation.Theta + Math.Tau);
|
|
|
|
// sprite matrix, WITHOUT offset.
|
|
// offset is applied after sprite numDirs snapping/rotation correction
|
|
// --> apply at same time as layer offset
|
|
var spriteMatrix = Matrix3.CreateTransform(Vector2.Zero, rotation, scale);
|
|
|
|
foreach (var layer in Layers)
|
|
{
|
|
if (!layer.Visible)
|
|
{
|
|
continue;
|
|
}
|
|
|
|
var numDirs = GetLayerDirectionCount(layer);
|
|
var layerRotation = worldRotation + layer.Rotation;
|
|
var layerPosition = worldPosition + layerRotation.RotateVec(layer._offset + offset);
|
|
|
|
CalcModelMatrix(numDirs, eyeRotation, layerRotation, layerPosition, out var modelMatrix);
|
|
Matrix3.Multiply(ref spriteMatrix, ref modelMatrix, out var transformMatrix);
|
|
drawingHandle.SetTransform(in transformMatrix);
|
|
|
|
RenderLayer(drawingHandle, layer, eyeRotation, layerRotation, overrideDirection);
|
|
}
|
|
}
|
|
|
|
private void RenderLayer(DrawingHandleWorld drawingHandle, Layer layer, Angle eyeRotation, Angle worldRotation, Direction? overrideDirection)
|
|
{
|
|
var texture = GetRenderTexture(layer, worldRotation + eyeRotation, overrideDirection);
|
|
|
|
if (layer.Shader != null)
|
|
{
|
|
drawingHandle.UseShader(layer.Shader);
|
|
}
|
|
|
|
var layerColor = color * layer.Color;
|
|
|
|
var position = -(Vector2)texture.Size / (2f * EyeManager.PixelsPerMeter);
|
|
var textureSize = texture.Size / (float)EyeManager.PixelsPerMeter;
|
|
var quad = Box2.FromDimensions(position, textureSize);
|
|
|
|
// TODO: Implement layer-specific rotation and scale.
|
|
// Apply these directly to the box.
|
|
// Oh and when you do update Layer.LocalToLayer so content doesn't break.
|
|
|
|
// handle.Modulate changes the color
|
|
// drawingHandle.SetTransform() is set above, turning the quad into local space vertices
|
|
drawingHandle.DrawTextureRectRegion(texture, quad, layerColor);
|
|
|
|
if (layer.Shader != null)
|
|
{
|
|
drawingHandle.UseShader(null);
|
|
}
|
|
}
|
|
|
|
public static Angle CalcRectWorldAngle(Angle worldAngle, int numDirections)
|
|
{
|
|
var theta = worldAngle.Theta;
|
|
var segSize = (Math.PI * 2) / (numDirections * 2);
|
|
var segments = (int)(theta / segSize);
|
|
var odd = segments % 2;
|
|
var result = theta - (segments * segSize) - (odd * segSize);
|
|
|
|
return result;
|
|
}
|
|
|
|
public int GetLayerDirectionCount(ISpriteLayer layer)
|
|
{
|
|
if (!layer.RsiState.IsValid)
|
|
return 1;
|
|
|
|
// Pull texture from RSI state instead.
|
|
var rsi = layer.Rsi ?? BaseRSI;
|
|
if (rsi == null || !rsi.TryGetState(layer.RsiState, out var state))
|
|
{
|
|
state = GetFallbackState(resourceCache);
|
|
}
|
|
|
|
return state.Directions switch
|
|
{
|
|
RSI.State.DirectionType.Dir1 => 1,
|
|
RSI.State.DirectionType.Dir4 => 4,
|
|
RSI.State.DirectionType.Dir8 => 8,
|
|
_ => throw new ArgumentOutOfRangeException()
|
|
};
|
|
}
|
|
|
|
private Texture GetRenderTexture(Layer layer, Angle worldRotation, Direction? overrideDirection)
|
|
{
|
|
var texture = layer.Texture;
|
|
|
|
if (layer.State.IsValid)
|
|
{
|
|
// Pull texture from RSI state instead.
|
|
var rsi = layer.RSI ?? BaseRSI;
|
|
if (rsi == null || !rsi.TryGetState(layer.State, out var state))
|
|
{
|
|
state = GetFallbackState(resourceCache);
|
|
}
|
|
|
|
var layerSpecificDir = layer.EffectiveDirection(state, worldRotation, overrideDirection);
|
|
texture = state.GetFrame(layerSpecificDir, layer.AnimationFrame);
|
|
}
|
|
|
|
texture ??= resourceCache.GetFallback<TextureResource>().Texture;
|
|
return texture;
|
|
}
|
|
|
|
public void FrameUpdate(float delta)
|
|
{
|
|
foreach (var t in Layers)
|
|
{
|
|
var layer = t;
|
|
// Since StateId is a struct, we can't null-check it directly.
|
|
if (!layer.State.IsValid || !layer.Visible || !layer.AutoAnimated)
|
|
{
|
|
continue;
|
|
}
|
|
|
|
var rsi = layer.RSI ?? BaseRSI;
|
|
if (rsi == null || !rsi.TryGetState(layer.State, out var state))
|
|
{
|
|
state = GetFallbackState(resourceCache);
|
|
}
|
|
|
|
if (!state.IsAnimated)
|
|
{
|
|
continue;
|
|
}
|
|
|
|
layer.AnimationTime += delta;
|
|
layer.AnimationTimeLeft -= delta;
|
|
_advanceFrameAnimation(layer, state);
|
|
}
|
|
}
|
|
|
|
private static void _advanceFrameAnimation(Layer layer, RSI.State state)
|
|
{
|
|
var delayCount = state.DelayCount;
|
|
while (layer.AnimationTimeLeft < 0)
|
|
{
|
|
layer.AnimationFrame += 1;
|
|
|
|
if (layer.AnimationFrame >= delayCount)
|
|
{
|
|
layer.AnimationFrame = 0;
|
|
layer.AnimationTime = -layer.AnimationTimeLeft;
|
|
}
|
|
|
|
layer.AnimationTimeLeft += state.GetDelay(layer.AnimationFrame);
|
|
}
|
|
}
|
|
|
|
public override void HandleComponentState(ComponentState? curState, ComponentState? nextState)
|
|
{
|
|
if (curState == null)
|
|
return;
|
|
|
|
var thestate = (SpriteComponentState)curState;
|
|
|
|
Visible = thestate.Visible;
|
|
DrawDepth = thestate.DrawDepth;
|
|
Scale = thestate.Scale;
|
|
Rotation = thestate.Rotation;
|
|
Offset = thestate.Offset;
|
|
Color = thestate.Color;
|
|
RenderOrder = thestate.RenderOrder;
|
|
|
|
if (thestate.BaseRsiPath != null && BaseRSI != null)
|
|
{
|
|
if (resourceCache.TryGetResource<RSIResource>(TextureRoot / thestate.BaseRsiPath, out var res))
|
|
{
|
|
if (BaseRSI != res.RSI)
|
|
{
|
|
BaseRSI = res.RSI;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
Logger.ErrorS(LogCategory, "Hey server, RSI '{0}' doesn't exist.", thestate.BaseRsiPath);
|
|
}
|
|
}
|
|
|
|
// Maybe optimize this to NOT full clear.
|
|
Layers.Clear();
|
|
for (var i = 0; i < thestate.Layers.Count; i++)
|
|
{
|
|
var netlayer = thestate.Layers[i];
|
|
var layer = new Layer(this)
|
|
{
|
|
// These are easy so do them here.
|
|
Scale = netlayer.Scale,
|
|
Rotation = netlayer.Rotation,
|
|
Visible = netlayer.Visible,
|
|
Color = netlayer.Color
|
|
};
|
|
Layers.Add(layer);
|
|
|
|
// Using the public API to handle errors.
|
|
// Probably slow as crap.
|
|
// Who am I kidding, DEFINITELY.
|
|
if (netlayer.Shader != null)
|
|
{
|
|
LayerSetShader(i, netlayer.Shader);
|
|
}
|
|
|
|
if (netlayer.RsiPath != null)
|
|
{
|
|
LayerSetRSI(i, netlayer.RsiPath);
|
|
}
|
|
|
|
if (netlayer.TexturePath != null)
|
|
{
|
|
LayerSetTexture(i, netlayer.TexturePath);
|
|
}
|
|
else if (netlayer.State != null)
|
|
{
|
|
LayerSetState(i, netlayer.State);
|
|
}
|
|
}
|
|
}
|
|
|
|
private void QueueUpdateIsInert()
|
|
{
|
|
// Look this was an easy way to get bounds checks for layer updates.
|
|
// If you really want it optimal you'll need to comb through all 2k lines of spritecomponent.
|
|
if ((Owner != default ? entities : null)?.EventBus != null)
|
|
UpdateBounds();
|
|
|
|
if (_inertUpdateQueued)
|
|
return;
|
|
|
|
_inertUpdateQueued = true;
|
|
// Yes that null check is valid because of that stupid fucking dummy IEntity.
|
|
// Who thought that was a good idea.
|
|
(Owner != default ? entities : null)?.EventBus?.RaiseEvent(EventSource.Local, new SpriteUpdateInertEvent {Sprite = this});
|
|
}
|
|
|
|
internal void DoUpdateIsInert()
|
|
{
|
|
_inertUpdateQueued = false;
|
|
IsInert = true;
|
|
|
|
foreach (var layer in Layers)
|
|
{
|
|
// Since StateId is a struct, we can't null-check it directly.
|
|
if (!layer.State.IsValid || !layer.Visible || !layer.AutoAnimated)
|
|
{
|
|
continue;
|
|
}
|
|
|
|
var rsi = layer.RSI ?? BaseRSI;
|
|
if (rsi == null || !rsi.TryGetState(layer.State, out var state))
|
|
{
|
|
state = GetFallbackState(resourceCache);
|
|
}
|
|
|
|
if (state.IsAnimated)
|
|
{
|
|
IsInert = false;
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
|
|
internal static RSI.State GetFallbackState(IResourceCache cache)
|
|
{
|
|
var rsi = cache.GetResource<RSIResource>("/Textures/error.rsi").RSI;
|
|
return rsi["error"];
|
|
}
|
|
|
|
public string GetDebugString()
|
|
{
|
|
var builder = new StringBuilder();
|
|
builder.AppendFormat(
|
|
"vis/depth/scl/rot/ofs/col/norot/override/dir: {0}/{1}/{2}/{3}/{4}/{5}/{6}/{8}/{7}\n",
|
|
Visible, DrawDepth, Scale, Rotation, Offset,
|
|
Color, NoRotation, entities.GetComponent<TransformComponent>(Owner).WorldRotation.ToRsiDirection(RSI.State.DirectionType.Dir8),
|
|
DirectionOverride
|
|
);
|
|
|
|
foreach (var layer in Layers)
|
|
{
|
|
builder.AppendFormat(
|
|
"shad/tex/rsi/state/ant/anf/scl/rot/vis/col/dofs: {0}/{1}/{2}/{3}/{4}/{5}/{6}/{7}/{8}/{9}/{10}\n",
|
|
// These are references and don't include useful data for knowing where they came from, sadly.
|
|
// "is one set" is better than nothing at least.
|
|
layer.Shader != null, layer.Texture != null, layer.RSI != null,
|
|
layer.State,
|
|
layer.AnimationTimeLeft, layer.AnimationFrame, layer.Scale, layer.Rotation, layer.Visible,
|
|
layer.Color, layer.DirOffset
|
|
);
|
|
}
|
|
|
|
return builder.ToString();
|
|
}
|
|
|
|
/// <inheritdoc/>
|
|
public Box2 CalculateBoundingBox(Vector2 worldPos)
|
|
{
|
|
// fast check for empty sprites
|
|
if (Layers.Count == 0)
|
|
return new Box2(worldPos, worldPos);
|
|
|
|
// we need to calculate bounding box taking into account all nested layers
|
|
// because layers can have offsets, scale or rotation we need to calculate a new BB
|
|
// based on lowest bottomLeft and hightest topRight points from all layers
|
|
var box = Layers[0].CalculateBoundingBox();
|
|
|
|
for (int i = 1; i < Layers.Count; i++)
|
|
{
|
|
var layer = Layers[i];
|
|
var layerBB = layer.CalculateBoundingBox();
|
|
|
|
box = box.Union(layerBB);
|
|
}
|
|
|
|
// apply sprite transformations and calculate sprite bounding box
|
|
// we can optimize it a bit, if sprite doesn't have rotation
|
|
var spriteBox = box.Scale(Scale);
|
|
var spriteHasRotation = !Rotation.EqualsApprox(Angle.Zero);
|
|
var spriteBB = spriteHasRotation ?
|
|
new Box2Rotated(spriteBox, Rotation).CalcBoundingBox() : spriteBox;
|
|
|
|
// move it all to world transform system (with sprite offset)
|
|
var worldBB = spriteBB.Translated(Offset + worldPos);
|
|
return worldBB;
|
|
}
|
|
|
|
internal void UpdateBounds()
|
|
{
|
|
entities.EventBus.RaiseLocalEvent(Owner, new SpriteUpdateEvent());
|
|
}
|
|
|
|
/// <summary>
|
|
/// Enum to "offset" a cardinal direction.
|
|
/// </summary>
|
|
public enum DirectionOffset : byte
|
|
{
|
|
/// <summary>
|
|
/// No offset.
|
|
/// </summary>
|
|
None = 0,
|
|
|
|
/// <summary>
|
|
/// Rotate direction clockwise. (North -> East, etc...)
|
|
/// </summary>
|
|
Clockwise = 1,
|
|
|
|
/// <summary>
|
|
/// Rotate direction counter-clockwise. (North -> West, etc...)
|
|
/// </summary>
|
|
CounterClockwise = 2,
|
|
|
|
/// <summary>
|
|
/// Rotate direction 180 degrees, so flip. (North -> South, etc...)
|
|
/// </summary>
|
|
Flip = 3,
|
|
}
|
|
|
|
public sealed class Layer : ISpriteLayer
|
|
{
|
|
[ViewVariables] private readonly SpriteComponent _parent;
|
|
|
|
[ViewVariables] public ShaderInstance? Shader;
|
|
[ViewVariables] public Texture? Texture;
|
|
|
|
[ViewVariables] public RSI? RSI;
|
|
[ViewVariables] public RSI.StateId State;
|
|
[ViewVariables] public float AnimationTimeLeft;
|
|
[ViewVariables] public float AnimationTime;
|
|
[ViewVariables] public int AnimationFrame;
|
|
|
|
[ViewVariables(VVAccess.ReadWrite)]
|
|
public Vector2 Scale { get; set; } = Vector2.One;
|
|
|
|
[ViewVariables(VVAccess.ReadWrite)]
|
|
public Angle Rotation { get; set; }
|
|
|
|
[ViewVariables(VVAccess.ReadWrite)]
|
|
public bool Visible = true;
|
|
|
|
[ViewVariables(VVAccess.ReadWrite)]
|
|
public Color Color { get; set; } = Color.White;
|
|
|
|
[ViewVariables(VVAccess.ReadWrite)]
|
|
public bool AutoAnimated = true;
|
|
|
|
[ViewVariables(VVAccess.ReadWrite)]
|
|
public Vector2 Offset
|
|
{
|
|
get => _offset;
|
|
set
|
|
{
|
|
if (_offset.EqualsApprox(value)) return;
|
|
|
|
_offset = value;
|
|
_parent.UpdateBounds();
|
|
}
|
|
}
|
|
|
|
internal Vector2 _offset;
|
|
|
|
[ViewVariables]
|
|
public DirectionOffset DirOffset { get; set; }
|
|
|
|
[ViewVariables]
|
|
public RSI? ActualRsi => RSI ?? _parent.BaseRSI;
|
|
|
|
public Layer(SpriteComponent parent)
|
|
{
|
|
_parent = parent;
|
|
}
|
|
|
|
public Layer(Layer toClone, SpriteComponent parentSprite)
|
|
{
|
|
_parent = parentSprite;
|
|
if (toClone.Shader != null)
|
|
{
|
|
Shader = toClone.Shader.Mutable ? toClone.Shader.Duplicate() : toClone.Shader;
|
|
}
|
|
Texture = toClone.Texture;
|
|
RSI = toClone.RSI;
|
|
State = toClone.State;
|
|
AnimationTimeLeft = toClone.AnimationTimeLeft;
|
|
AnimationTime = toClone.AnimationTime;
|
|
AnimationFrame = toClone.AnimationFrame;
|
|
Scale = toClone.Scale;
|
|
Rotation = toClone.Rotation;
|
|
Visible = toClone.Visible;
|
|
Color = toClone.Color;
|
|
DirOffset = toClone.DirOffset;
|
|
AutoAnimated = toClone.AutoAnimated;
|
|
}
|
|
|
|
RSI? ISpriteLayer.Rsi { get => RSI; set => SetRsi(value); }
|
|
RSI.StateId ISpriteLayer.RsiState { get => State; set => SetState(value); }
|
|
Texture? ISpriteLayer.Texture { get => Texture; set => SetTexture(value); }
|
|
|
|
public PrototypeLayerData ToPrototypeData()
|
|
{
|
|
return new PrototypeLayerData
|
|
{
|
|
Color = Color,
|
|
Rotation = Rotation,
|
|
Scale = Scale,
|
|
//todo Shader = Shader,
|
|
State = State.Name,
|
|
Visible = Visible,
|
|
RsiPath = RSI?.Path?.ToString(),
|
|
//todo TexturePath = Textur
|
|
//todo MapKeys
|
|
};
|
|
}
|
|
|
|
bool ISpriteLayer.Visible
|
|
{
|
|
get => Visible;
|
|
set => SetVisible(value);
|
|
}
|
|
|
|
float ISpriteLayer.AnimationTime
|
|
{
|
|
get => AnimationTime;
|
|
set => SetAnimationTime(value);
|
|
}
|
|
|
|
int ISpriteLayer.AnimationFrame => AnimationFrame;
|
|
|
|
bool ISpriteLayer.AutoAnimated
|
|
{
|
|
get => AutoAnimated;
|
|
set => SetAutoAnimated(value);
|
|
}
|
|
|
|
public RSI.State.Direction EffectiveDirection(Angle worldRotation)
|
|
{
|
|
if (State == default)
|
|
{
|
|
return default;
|
|
}
|
|
|
|
var rsi = ActualRsi;
|
|
if (rsi == null)
|
|
{
|
|
return default;
|
|
}
|
|
|
|
if (rsi.TryGetState(State, out var state))
|
|
{
|
|
return EffectiveDirection(state, worldRotation, null);
|
|
}
|
|
|
|
return default;
|
|
}
|
|
|
|
public Vector2 LocalToLayer(Vector2 localPos)
|
|
{
|
|
// TODO: scale & rotation for layers is currently unimplemented.
|
|
return localPos;
|
|
}
|
|
|
|
public RSI.State.Direction EffectiveDirection(RSI.State state, Angle worldRotation,
|
|
Direction? overrideDirection)
|
|
{
|
|
if (state.Directions == RSI.State.DirectionType.Dir1)
|
|
{
|
|
return RSI.State.Direction.South;
|
|
}
|
|
else
|
|
{
|
|
RSI.State.Direction dir;
|
|
if (overrideDirection != null)
|
|
{
|
|
dir = overrideDirection.Value.Convert(state.Directions);
|
|
}
|
|
else
|
|
{
|
|
dir = worldRotation.ToRsiDirection(state.Directions);
|
|
}
|
|
|
|
return dir.OffsetRsiDir(DirOffset);
|
|
}
|
|
}
|
|
|
|
public void SetAnimationTime(float animationTime)
|
|
{
|
|
if (!State.IsValid)
|
|
{
|
|
return;
|
|
}
|
|
|
|
var theLayerRSI = ActualRsi;
|
|
if (theLayerRSI == null)
|
|
{
|
|
return;
|
|
}
|
|
|
|
var state = theLayerRSI[State];
|
|
if (animationTime > AnimationTime)
|
|
{
|
|
// Handle advancing differently from going backwards.
|
|
AnimationTimeLeft -= (animationTime - AnimationTime);
|
|
}
|
|
else
|
|
{
|
|
// Going backwards we re-calculate from zero.
|
|
// Definitely possible to optimize this for going backwards but I'm too lazy to figure that out.
|
|
AnimationTimeLeft = -animationTime + state.GetDelay(0);
|
|
AnimationFrame = 0;
|
|
}
|
|
|
|
AnimationTime = animationTime;
|
|
// After setting timing data correctly, run advance to get to the correct frame.
|
|
_advanceFrameAnimation(this, state);
|
|
}
|
|
|
|
public void SetAutoAnimated(bool value)
|
|
{
|
|
AutoAnimated = value;
|
|
|
|
_parent.QueueUpdateIsInert();
|
|
}
|
|
|
|
public void SetVisible(bool value)
|
|
{
|
|
Visible = value;
|
|
|
|
_parent.QueueUpdateIsInert();
|
|
}
|
|
|
|
public void SetRsi(RSI? rsi)
|
|
{
|
|
RSI = rsi;
|
|
if (!State.IsValid)
|
|
{
|
|
return;
|
|
}
|
|
|
|
// Gotta do this because somebody might use null as argument (totally valid).
|
|
var actualRsi = ActualRsi;
|
|
if (actualRsi == null)
|
|
{
|
|
Logger.ErrorS(LogCategory, "No RSI to pull new state from! Trace:\n{0}", Environment.StackTrace);
|
|
Texture = null;
|
|
}
|
|
else
|
|
{
|
|
if (actualRsi.TryGetState(State, out var state))
|
|
{
|
|
AnimationTimeLeft = state.GetDelay(0);
|
|
}
|
|
else
|
|
{
|
|
Logger.ErrorS(LogCategory, "State '{0}' does not exist in set RSI. Trace:\n{1}", State,
|
|
Environment.StackTrace);
|
|
Texture = null;
|
|
}
|
|
}
|
|
|
|
_parent.QueueUpdateIsInert();
|
|
}
|
|
|
|
public void SetState(RSI.StateId stateId)
|
|
{
|
|
if (State == stateId)
|
|
{
|
|
return;
|
|
}
|
|
|
|
State = stateId;
|
|
RSI.State? state;
|
|
var rsi = ActualRsi;
|
|
if (rsi == null)
|
|
{
|
|
state = GetFallbackState(_parent.resourceCache);
|
|
Logger.ErrorS(LogCategory, "No RSI to pull new state from! Trace:\n{0}", Environment.StackTrace);
|
|
}
|
|
else
|
|
{
|
|
if (!rsi.TryGetState(stateId, out state))
|
|
{
|
|
state = GetFallbackState(_parent.resourceCache);
|
|
Logger.ErrorS(LogCategory, "State '{0}' does not exist in RSI. Trace:\n{1}", stateId,
|
|
Environment.StackTrace);
|
|
}
|
|
}
|
|
|
|
AnimationFrame = 0;
|
|
AnimationTime = 0;
|
|
AnimationTimeLeft = state.GetDelay(0);
|
|
|
|
_parent.QueueUpdateIsInert();
|
|
}
|
|
|
|
public void SetTexture(Texture? texture)
|
|
{
|
|
State = default;
|
|
Texture = texture;
|
|
|
|
_parent.QueueUpdateIsInert();
|
|
}
|
|
|
|
public void SetOffset(Vector2 offset)
|
|
{
|
|
Offset = offset;
|
|
}
|
|
|
|
/// <inheritdoc/>
|
|
public Vector2i PixelSize
|
|
{
|
|
get
|
|
{
|
|
var pixelSize = Vector2i.Zero;
|
|
if (Texture != null)
|
|
{
|
|
pixelSize = Texture.Size;
|
|
}
|
|
else if (ActualRsi != null)
|
|
{
|
|
pixelSize = ActualRsi.Size;
|
|
}
|
|
|
|
return pixelSize;
|
|
}
|
|
}
|
|
|
|
/// <inheritdoc/>
|
|
public Box2 CalculateBoundingBox()
|
|
{
|
|
// TODO: scale & rotation for layers is currently unimplemented.
|
|
return Box2.CenteredAround(Offset, PixelSize / EyeManager.PixelsPerMeter);
|
|
}
|
|
}
|
|
|
|
void IAnimationProperties.SetAnimatableProperty(string name, object value)
|
|
{
|
|
if (!name.StartsWith("layer/"))
|
|
{
|
|
AnimationHelper.SetAnimatableProperty(this, name, value);
|
|
return;
|
|
}
|
|
|
|
var delimiter = name.IndexOf("/", 6, StringComparison.Ordinal);
|
|
var indexString = name.Substring(6, delimiter - 6);
|
|
var index = int.Parse(indexString, CultureInfo.InvariantCulture);
|
|
var layerProp = name.Substring(delimiter + 1);
|
|
|
|
switch (layerProp)
|
|
{
|
|
case "texture":
|
|
LayerSetTexture(index, (string)value);
|
|
return;
|
|
case "state":
|
|
LayerSetState(index, (string)value);
|
|
return;
|
|
case "color":
|
|
LayerSetColor(index, (Color)value);
|
|
return;
|
|
default:
|
|
throw new ArgumentException($"Unknown layer property '{layerProp}'");
|
|
}
|
|
}
|
|
|
|
public IRsiStateLike? Icon
|
|
{
|
|
get
|
|
{
|
|
if (Layers.Count == 0) return null;
|
|
|
|
var layer = Layers[0];
|
|
|
|
var texture = layer.Texture;
|
|
|
|
if (!layer.State.IsValid) return texture;
|
|
|
|
// Pull texture from RSI state instead.
|
|
var rsi = layer.RSI ?? BaseRSI;
|
|
if (rsi == null || !rsi.TryGetState(layer.State, out var state))
|
|
{
|
|
state = GetFallbackState(resourceCache);
|
|
}
|
|
|
|
return state;
|
|
}
|
|
}
|
|
|
|
public static IEnumerable<IDirectionalTextureProvider> GetPrototypeTextures(EntityPrototype prototype, IResourceCache resourceCache)
|
|
{
|
|
return GetPrototypeTextures(prototype, resourceCache, out var _);
|
|
}
|
|
|
|
public static IEnumerable<IDirectionalTextureProvider> GetPrototypeTextures(EntityPrototype prototype, IResourceCache resourceCache, out bool noRot)
|
|
{
|
|
var results = new List<IDirectionalTextureProvider>();
|
|
noRot = false;
|
|
var icon = IconComponent.GetPrototypeIcon(prototype, resourceCache);
|
|
if (icon != null)
|
|
{
|
|
results.Add(icon);
|
|
return results;
|
|
}
|
|
|
|
if (!prototype.Components.TryGetValue("Sprite", out _))
|
|
{
|
|
results.Add(resourceCache.GetFallback<TextureResource>().Texture);
|
|
return results;
|
|
}
|
|
|
|
var entityManager = IoCManager.Resolve<IEntityManager>();
|
|
var dummy = entityManager.SpawnEntity(prototype.ID, MapCoordinates.Nullspace);
|
|
var spriteComponent = entityManager.EnsureComponent<SpriteComponent>(dummy);
|
|
EntitySystem.Get<AppearanceSystem>().OnChangeData(dummy);
|
|
|
|
var anyTexture = false;
|
|
foreach (var layer in spriteComponent.AllLayers)
|
|
{
|
|
if (layer.Texture != null)
|
|
results.Add(layer.Texture);
|
|
if (!layer.RsiState.IsValid || !layer.Visible) continue;
|
|
|
|
var rsi = layer.Rsi ?? spriteComponent.BaseRSI;
|
|
if (rsi == null ||
|
|
!rsi.TryGetState(layer.RsiState, out var state))
|
|
continue;
|
|
|
|
results.Add(state);
|
|
anyTexture = true;
|
|
}
|
|
|
|
noRot = spriteComponent.NoRotation;
|
|
|
|
entityManager.DeleteEntity(dummy);
|
|
|
|
if (!anyTexture)
|
|
results.Add(resourceCache.GetFallback<TextureResource>().Texture);
|
|
return results;
|
|
}
|
|
|
|
public static IRsiStateLike GetPrototypeIcon(EntityPrototype prototype, IResourceCache resourceCache)
|
|
{
|
|
var icon = IconComponent.GetPrototypeIcon(prototype, resourceCache);
|
|
if (icon != null) return icon;
|
|
|
|
if (!prototype.Components.ContainsKey("Sprite"))
|
|
{
|
|
return GetFallbackState(resourceCache);
|
|
}
|
|
|
|
var entityManager = IoCManager.Resolve<IEntityManager>();
|
|
var dummy = entityManager.SpawnEntity(prototype.ID, MapCoordinates.Nullspace);
|
|
var spriteComponent = entityManager.EnsureComponent<SpriteComponent>(dummy);
|
|
var result = spriteComponent.Icon ?? GetFallbackState(resourceCache);
|
|
entityManager.DeleteEntity(dummy);
|
|
|
|
return result;
|
|
}
|
|
}
|
|
|
|
internal sealed class SpriteUpdateEvent : EntityEventArgs
|
|
{
|
|
|
|
}
|
|
|
|
internal struct SpriteUpdateInertEvent
|
|
{
|
|
public SpriteComponent Sprite;
|
|
}
|
|
}
|