public static void DrawElement(Point size, DrawElement d, SpriteBatch sb, Vector2 pos, Vector2 scale, Color color) { if (d.block == null) { return; } float width = (d.seedsize.X * d.scale.X * scale.X); float height = d.seedsize.Y * d.scale.Y * scale.Y; float x = pos.X + (d.pos.X - size.X / 2) * scale.X; float y = pos.Y + (d.pos.Y - size.Y) * scale.Y; if (scale.X != 1) { width += 1; } if (scale.Y != 1) { height += 1; } Rectangle dest = new Rectangle((int)x, (int)y, (int)width, (int)height); //dest.X = (int)pos.X; //dest.Y = (int)pos.Y; Rectangle src = new Rectangle((int)(d.block.uv.X * d.block.parent.texture.Width), (int)(d.block.uv.Y * d.block.parent.texture.Height), (int)(d.block.uv.Width * d.block.parent.texture.Width), (int)(d.block.uv.Height * d.block.parent.texture.Height)); Vector2 orient = d.seedorient; orient.X *= src.Width / d.seedsize.X; orient.Y *= src.Height / d.seedsize.Y; //orient.X = (int)orient.X; //orient.Y = (int)orient.Y; //if (limitdest != null) //{ // Rectangle sdest = dest; // sdest.Offset((int)-orient.X, (int)-orient.Y); // if (limitdest.Value.Intersects(sdest) == false) continue; //} #if XNA #else //monogame orient 实现有bug... //orient.X *= (float)d.block.parent.texture.Width /src.Width; //orient.Y *= (float)d.block.parent.texture.Height/src.Height; #endif float rotate = d.rotate * Math.Sign(scale.X) * Math.Sign(scale.Y); float r = (float)(color.R / 255.0f * d.color.R / 255.0f); float g = (float)(color.G / 255.0f * d.color.G / 255.0f); float b = (float)(color.B / 255.0f * d.color.B / 255.0f); float a = (float)(color.A / 255.0f * d.color.A / 255.0f); sb.Draw(d.block.parent.texture, dest, src, new Color(r, g, b, a), rotate, orient, SpriteEffects.None, 0); }
//public DrawFrame GetFrameByAdvTime(float delta) //{ // int lastid = (int)(timer * fps); // if (play) // { // timer += delta; // } // int newid = (int)(timer * fps); // while (newid - lastid > 1) // { // timer -= 1.0f / fps;//限制不跳帧 // newid --; // } // return frames[newid]; //} public static SpriteAni CreateAni(Anim data, TextureMgr tmgr, string texpath = "") { SpriteAni ani = new SpriteAni(); ani.fps = data.fps; while (ani.frames.Count < data.frames.Count) { ani.frames.Add(new DrawFrame(data.size)); } int lastframe = 0; for (int i = 0; i < data.frames.Count; i++) { //while (ani.frames[i].drawElements.Count < data.frames[i].elems.Count) //{ // ani.frames[i].drawElements.Add(new DrawElement()); //} #region fill frame for (int j = data.frames[i].elems.Count - 1; j >= 0; j--) { if (string.IsNullOrEmpty(data.frames[i].elems[j].seednow)) { continue; } DrawElement e = new DrawElement(); //在这里要反转层顺序 Element se = data.frames[i].elems[j]; if (string.IsNullOrEmpty(se.sound) == false) { ani.frames[i].sounds.Add(se.sound); Console.WriteLine("find sound:" + se.sound); } e.Fill(data, se, tmgr, texpath); if (e.isdummy == true || string.IsNullOrWhiteSpace(se.seedasdummy) == false) { Dummy dm = new Dummy(); dm.pos = e.pos; dm.rotate = e.rotate; dm.name = e.tag; if (string.IsNullOrWhiteSpace(se.seedasdummy) == false) { dm.name = se.seedasdummy; } dm.seed = se.seed; dm.elem = e; ani.frames[i].dummys.Add(dm); } if (!e.isdummy) { ani.frames[i].drawElements.Add(e); string tag = ""; if (string.IsNullOrEmpty(se.tag) == false) { tag = se.tag; } else { tag = ""; } if (tag != "") { if (ani.frames[i].bounds.ContainsKey("") == false) { ani.frames[i].bounds[""] = e.bounds; } else { RectangleF src = ani.frames[i].bounds[""]; ani.frames[i].bounds[""] = RectangleF.Union(src, e.bounds); } } if (ani.frames[i].bounds.ContainsKey(tag) == false) { ani.frames[i].bounds[tag] = e.bounds; } else { RectangleF src = ani.frames[i].bounds[tag]; ani.frames[i].bounds[tag] = RectangleF.Union(src, e.bounds); } } } #endregion if (i == 0 && data.frames[0].frametags.Count == 0) { ani.elements["in"] = new AniElement(ani, 0, data.frames.Count - 1, false); } if (i == data.frames.Count - 1 && data.frames[i].frametags.Count == 0 && lastframe > 0) { ani.elements["out"] = new AniElement(ani, lastframe + 1, data.frames.Count - 1, false); } if (data.frames[i].frametags.Count > 0) { lastframe = i; if (ani.elements.ContainsKey("in")) { if (ani.elements["in"].frameend == data.frames.Count - 1) { ani.elements["in"].frameend = i - 1; ani.elements["in"].FixLife(); } } } foreach (var tag in data.frames[i].frametags) { if (ani.elements.ContainsKey(tag)) { ani.elements[tag].frameend = i; ani.elements[tag].FixLife(); } else { ani.elements[tag] = new AniElement(ani, i, i, true); } } } string[] ttags = new string[ani.framecount]; foreach (var e in ani.elements) { for (int i = e.Value.framestart; i <= e.Value.frameend; i++) { ttags[i] = e.Key; } } string begintag = ""; int begini = 0; for (int i = 0; i < ani.framecount; i++) { if (string.IsNullOrEmpty(ttags[i]) == false) { if (begintag != ttags[i]) { if (begintag == "") { } else { string endtag = ttags[i]; if (begini + 1 <= i - 1) { ani.elements[begintag + "-" + endtag] = new AniElement(ani, begini + 1, i - 1, false); } } } begintag = ttags[i]; begini = i; } } ani.allelement = new AniElement(ani, 0, ani.framecount - 1, true); return(ani); }