Beispiel #1
0
        public Theater(TileSet tileset)
        {
            this.tileset = tileset;
            var allocated = false;

            //Func<Sheet2D> allocate = () =>
            //{
            //	if (allocated)
            //		throw new SheetOverflowException("Terrain sheet overflow. Try increasing the tileset SheetSize parameter.");
            //	allocated = true;
            //	SheetBuilder2D shb= Game.worldRenderer.World.Map.Rules.Sequences.SpriteCache.SheetBuilder2D;
            //	return new Sheet2D(SheetType.Indexed, shb., shb.TextureArrayIndex);
            //};

            //SheetBuilder2D shb = Game.OrderManager.World.Map.Rules.Sequences.SpriteCache.SheetBuilder2D;

            //sheetBuilder2d = Game.OrderManager.World.Map.Rules.Sequences.SpriteCache.SheetBuilder2D;
            sheetBuilder2d = Game.SheetBuilder2D;



            if (!string.IsNullOrEmpty(tileset.MegaTexture))
            {
                sbMegaTexture = sheetBuilder2d;
                LoadsbMegaTexture(tileset.MegaTexture);
            }
            random = new MersenneTwister();

            var frameCache = new FrameCache(Game.ModData.DefaultFileSystem, Game.ModData.SpriteLoaders);

            //дл¤ каждого templates есть сво¤ коллекци¤ Sprites , это заполн¤етс¤ в цикле по tileset.Templates ниже
            foreach (var t in tileset.Templates)
            {
                var variants = new List <Sprite[]>();

                foreach (var i in t.Value.Images)
                {
                    var allFrames  = frameCache[i];
                    var frameCount = tileset.EnableDepth ? allFrames.Length / 2 : allFrames.Length;
                    var indices    = t.Value.Frames != null ? t.Value.Frames : Enumerable.Range(0, frameCount);
                    variants.Add(indices.Select(j =>
                    {
                        var f    = allFrames[j];
                        var tile = t.Value.Contains(j) ? t.Value[j] : null;

                        // The internal z axis is inverted from expectation (negative is closer)
                        var zOffset = tile != null ? -tile.ZOffset : 0;
                        var zRamp   = tile != null ? tile.ZRamp : 1f;
                        var offset  = new float3(f.Offset, zOffset);
                        var s       = sheetBuilder2d.Allocate(f.Size, zRamp, offset);
                        Util.FastCopyIntoChannel(s, f.Data);

                        if (tileset.EnableDepth)
                        {
                            var ss = sheetBuilder2d.Allocate(f.Size, zRamp, offset);
                            Util.FastCopyIntoChannel(ss, allFrames[j + frameCount].Data);

                            // s and ss are guaranteed to use the same sheet
                            // because of the custom terrain sheet allocation
                            s = new SpriteWithSecondaryData(s, s.Sheet, ss.Bounds, ss.Channel);
                        }

                        return(s);
                    }).ToArray());
                }

                var allSprites = variants.SelectMany(s => s);

                // Ignore the offsets baked into R8 sprites
                if (tileset.IgnoreTileSpriteOffsets)
                {
                    allSprites = allSprites.Select(s => new Sprite(s.Sheet2D, s.Bounds, s.ZRamp, new float3(float2.Zero, s.Offset.Z), s.Channel, s.BlendMode));
                }

                if (t.Value.Variants == "Calc")
                {
                    templates.Add(t.Value.Id, new TheaterTemplate(allSprites.ToArray(), 1, variants.First().Count()));
                }
                else
                {
                    templates.Add(t.Value.Id, new TheaterTemplate(allSprites.ToArray(), variants.First().Count(), t.Value.Images.Length));
                }
            }

            // 1x1px transparent tile
            missingTile = sheetBuilder2d.Add(new byte[1], new Size(1, 1));

            //Sheet2D.ReleaseBuffer();
        }
Beispiel #2
0
 public SpriteCache(IReadOnlyFileSystem fileSystem, SpriteLoaderBase[] loaders, SheetBuilder2D sheetBuilder)
 {
     SheetBuilder2D  = sheetBuilder;
     this.fileSystem = fileSystem;
     this.loaders    = loaders;
 }