Esempio n. 1
0
        public TreeAppearance(AppearanceType tree = null, MCGameObject obj = null) : base(tree, obj)
        {
            appearType = (VFXAppearanceType)tree;

            currentTexture  = null;
            currentFrame    = -1;
            currentRotation = 0;

            currentShapeTypeId = ActorStates.STATE_NORMAL;
        }
        public AppearanceType GetAppearanceType(int AppearNumber)
        {
            //----------------------------------------------------------------
            // The type of appearance is stored in the upper 8 bits of the
            // apprNum.  To get the correct packet we mask off the top 8 bits
            // and store the number.  To get the appearance type, we right shift
            // by 24.

            var appearanceClass = (AppearanceClass)(AppearNumber >> 24);

            //----------------------------------------------------
            // If these top bits are wrong, return NULL
            if (appearanceClass == AppearanceClass.BASE_APPEARANCE)
            {
                return(null);
            }

            int appearanceNumber = AppearNumber & 0xFFFFFF;

            AppearanceType appearanceType = null;

            if (AppearanceTypeList.ContainsKey(appearanceNumber))
            {
                appearanceType = AppearanceTypeList[appearanceNumber];
                appearanceType.numUsers++;
            }
            else
            {
                var spriteFitData = spritePakFile.GetFileInner(appearanceNumber);
                if (spriteFitData == null)
                {
                    return(null);
                }

                var spriteFitFile = new FITFile(spriteFitData);


                // 1,2,5,9,6,7,8,4
                switch (appearanceClass)
                {
                case AppearanceClass.SPRITE_TREE:    //1
                    Debug.Log("SPRITE_TREE" + AppearNumber + " -> " + appearanceNumber);
                    // appearanceType = new Mech3DAppearanceType;

                    //  appearanceType.appearanceNum = appearanceNumber;
                    //  appearanceType.init(appearFile);

                    //----------------------------------------
                    // We have a new one, add it to the list.
                    //  appearanceType.numUsers = 1;

                    //  AppearanceTypeList.Add(appearanceNumber, appearanceType);
                    break;

                case AppearanceClass.VFX_APPEAR:    //2
                    //Debug.Log("VFX APPEAR"+ AppearNumber + " -> " + appearanceNumber);
                    appearanceType = new VFXAppearanceType(spriteFitFile);
                    appearanceType.appearanceNum   = appearanceNumber;
                    appearanceType.appearanceClass = AppearanceClass.VFX_APPEAR;

                    ((VFXAppearanceType)appearanceType).InitSprites();
                    //----------------------------------------
                    // We have a new one, add it to the list.
                    appearanceType.numUsers = 1;
                    AppearanceTypeList.Add(appearanceNumber, appearanceType);

                    break;

                case AppearanceClass.GV_TYPE:    //5
                    appearanceType = new GVAppearanceType(spriteFitFile);
                    appearanceType.appearanceNum   = appearanceNumber;
                    appearanceType.appearanceClass = AppearanceClass.GV_TYPE;

                    ((GVAppearanceType)appearanceType).InitSprites();
                    //----------------------------------------
                    // We have a new one, add it to the list.
                    appearanceType.numUsers = 1;
                    AppearanceTypeList.Add(appearanceNumber, appearanceType);

                    break;

                case AppearanceClass.PU_TYPE:    //9
                    //TODO specific appearance type for this one
                    Debug.Log("PU_Type using GV Appearance");
                    appearanceType = new GVAppearanceType(spriteFitFile);
                    appearanceType.appearanceNum   = appearanceNumber;
                    appearanceType.appearanceClass = AppearanceClass.GV_TYPE;

                    ((GVAppearanceType)appearanceType).InitSprites();
                    //----------------------------------------
                    // We have a new one, add it to the list.
                    appearanceType.numUsers = 1;
                    AppearanceTypeList.Add(appearanceNumber, appearanceType);
                    break;

                case AppearanceClass.ARM_APPEAR:    //6
                    break;

                case AppearanceClass.BUILD_APPEAR:    //7
//                        Debug.Log("BUIDLING " + AppearNumber + " -> " + appearanceNumber);
                    appearanceType = new BuildAppearanceType(spriteFitFile);
                    appearanceType.appearanceNum   = appearanceNumber;
                    appearanceType.appearanceClass = AppearanceClass.BUILD_APPEAR;

                    ((BuildAppearanceType)appearanceType).InitSprites();
                    //----------------------------------------
                    // We have a new one, add it to the list.
                    appearanceType.numUsers = 1;
                    AppearanceTypeList.Add(appearanceNumber, appearanceType);
                    break;

                case AppearanceClass.ELM_TREE:    //8
                    break;

                case AppearanceClass.LINE_APPEAR:    //4
                    break;

                default:
                    break;
                }
            }


            return(appearanceType);
        }