Esempio n. 1
0
        /// <summary>
        /// Queue the sprite animation defined by the provided sequence of indices at the end of the animation queue.
        /// </summary>
        /// <param name="spriteComponent">The sprite component containing the animation</param>
        /// <param name="indices">The sequence of indices defining the sprite animation</param>
        /// <param name="repeatMode">The value indicating how to loop the animation</param>
        /// <param name="framesPerSeconds">The animation speed in frames per second. 0 to use the sprite animation system default speed.</param>
        public void Queue(SpriteComponent spriteComponent, int[] indices, AnimationRepeatMode repeatMode, float framesPerSeconds = 0)
        {
            if (spriteComponent == null)
            {
                return;
            }

            var animationInfo = new SpriteComponent.AnimationInfo
            {
                ShouldLoop      = repeatMode == AnimationRepeatMode.LoopInfinite,
                FramePerSeconds = framesPerSeconds > 0 ? framesPerSeconds : DefaultFramesPerSecond,
                SpriteIndices   = SpriteComponent.GetNewSpriteIndicesList()
            };

            foreach (var i in indices)
            {
                animationInfo.SpriteIndices.Add(i);
            }

            spriteComponent.Animations.Enqueue(animationInfo);

            playingSprites.Add(spriteComponent);
        }
Esempio n. 2
0
        /// <summary>
        /// Play the sprite animation defined by the provided sequence of indices.
        /// </summary>
        /// <param name="spriteComponent">The sprite component containing the animation</param>
        /// <param name="indices">The sequence of indices defining the sprite animation</param>
        /// <param name="repeatMode">The value indicating how to loop the animation</param>
        /// <param name="framesPerSeconds">The animation speed in frames per second. 0 to use the sprite animation system default speed.</param>
        /// <param name="clearQueuedAnimations">Indicate if queued animation should be cleared</param>
        public void Play(SpriteComponent spriteComponent, int[] indices, AnimationRepeatMode repeatMode, float framesPerSeconds = 0, bool clearQueuedAnimations = true)
        {
            if (spriteComponent == null)
            {
                return;
            }

            var animationInfo = new SpriteComponent.AnimationInfo
            {
                ShouldLoop      = repeatMode == AnimationRepeatMode.LoopInfinite,
                SpriteIndices   = SpriteComponent.GetNewSpriteIndicesList(),
                FramePerSeconds = framesPerSeconds > 0 ? framesPerSeconds : DefaultFramesPerSecond,
            };

            foreach (var i in indices)
            {
                animationInfo.SpriteIndices.Add(i);
            }

            spriteComponent.RecycleFirstAnimation();
            spriteComponent.Animations.Enqueue(animationInfo);
            var queuedAnimationsCount = spriteComponent.Animations.Count - 1;

            for (int i = 0; i < queuedAnimationsCount; i++)
            {
                var queuedAnimation = spriteComponent.Animations.Dequeue();
                if (!clearQueuedAnimations)
                {
                    spriteComponent.Animations.Enqueue(queuedAnimation);
                }
            }

            playingSprites.Add(spriteComponent);
            spriteComponent.ElapsedTime       = 0;
            spriteComponent.CurrentIndexIndex = 0;
            spriteComponent.IsPaused          = false;
        }