public static AnimationChainGridSave FromAnimationChainGrid( TextureGrid <FlatRedBall.Graphics.Animation.AnimationChain> animationChainGrid) { AnimationChainGridSave ags = new AnimationChainGridSave(); int numberOfTextures = animationChainGrid.Textures.Count; ags.ReferenceGrid = new ReferencedAnimationChain[numberOfTextures][]; ags.FirstPaintedX = animationChainGrid.FirstPaintedX; ags.FirstPaintedY = animationChainGrid.FirstPaintedY; for (int i = 0; i < animationChainGrid.Textures.Count; i++) { ags.ReferenceGrid[i] = new ReferencedAnimationChain[animationChainGrid[i].Count]; for (int j = 0; j < animationChainGrid.Textures[i].Count; j++) { if (animationChainGrid.Textures[i][j] != null) { ags.ReferenceGrid[i][j] = ReferencedAnimationChain.FromAnimationChain( animationChainGrid.Textures[i][j]); } } } return(ags); }
public static ReferencedAnimationChain FromAnimationChain(FlatRedBall.Graphics.Animation.AnimationChain animationChain) { ReferencedAnimationChain rac = new ReferencedAnimationChain(); // Vic says: This used to set the AnimationChainListFileName as a relative // name, but that shouldn't be done until the file is saved. rac.AnimationChainListFileName = animationChain.ParentAchxFileName; rac.AnimationChainName = animationChain.Name; return(rac); }