/// <summary>Sets the sprite with the given ID as the active one.</summary>
 /// <param name="index">The ID of the sprite.</param>
 private void SetSprite(int index)
 {
     CurrentSprite = Animation.Sprites[index];
     AnimatedMaterial.SetTexture("_Sprite", CurrentSprite.Sprite);
     // Update the material tiling:
     AnimatedMaterial.SetTextureScale("_Sprite", CurrentSprite.TextureScale);
 }
Beispiel #2
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        /// <summary>Creates space for the given number of sprites which hold the given total number of frames.</summary>
        /// <param name="spriteCount">The number of sprites.</param>
        /// <param name="frameCount">The total number of frames held by the sprites.</param>
        public void CreateSprites(int spriteCount, uint frameCount)
        {
            // Apply the frame count:
            FrameCount = frameCount;

            // Setup the sprite array:
            Sprites = new SPASprite[spriteCount];

            // Create each one:
            for (int i = 0; i < spriteCount; i++)
            {
                Sprites[i] = new SPASprite(this, i);
            }
        }
Beispiel #3
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        /// <summary>Creates a new SPA animation with the given name from the given binary data.</summary>
        /// <param name="name">The name of the animation. Used for caching purposes so the binary doesn't
        /// have to be reloaded if the animation is displayed multiple times.</param>
        ///	<param name="binaryData">The raw binary data of the spa file.</param>
        public SPA(string name, byte[] binaryData)
        {
            Instances[name] = this;

            BinaryReader br = new BinaryReader(new MemoryStream(binaryData));

            if (br.ReadChar() != 'S' || br.ReadChar() != 'P' || br.ReadChar() != 'A')
            {
                throw new Exception("This is not an SPA file.");
            }

            byte version = br.ReadByte();

            if (version != 2)
            {
                throw new Exception("This reader only supports SPA version 2. The file you have given is version " + version + ".");
            }

            FrameRate = br.ReadByte();

            // Total frame count:
            FrameCount = br.ReadUInt32();

            // Frame width:
            FrameWidth = br.ReadUInt16();

            // Frame height:
            FrameHeight = br.ReadUInt16();

            // Sprite frame count:
            int spriteFrames = br.ReadInt32();

            Sprites = new SPASprite[spriteFrames];

            // Next, read each of the sprite frames:
            for (int i = 0; i < spriteFrames; i++)
            {
                Sprites[i] = new SPASprite(this, br, i);
            }
        }
		/// <summary>Sets the sprite with the given ID as the active one.</summary>
		/// <param name="index">The ID of the sprite.</param>
		private void SetSprite(int index){
			CurrentSprite=Animation.Sprites[index];
			AnimatedMaterial.SetTexture("_Sprite",CurrentSprite.Sprite);
			// Update the material tiling:
			AnimatedMaterial.SetTextureScale("_Sprite",CurrentSprite.TextureScale);
		}
Beispiel #5
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//--------------------------------------