/// <summary> /// 加載圖片 /// </summary> /// <param name="sf">sff文件舉兵</param> /// <param name="group">讀取的動畫Group組</param> /// <param name="charName">名稱</param> /// <param name="startLoadImage">動畫開始的位置</param> /// <param name="isAniLoad">是否是自動連續加載</param> /// <param name="useSaveGroup">是否使用saveGroup參數</param> /// <param name="saveGroup">保存到MAP的Group的KEY</param> private void LoadCharState(SffFile sf, PlayerState group, string charName, int startLoadImage = 0) { // if (group == PlayerState.psPlayerStateCount) // return; int g = (int)group; if (HasLoadImageFrame(g, startLoadImage)) { return; } SFFSUBHEADER h; if (!sf.GetSubHeader(g, startLoadImage, out h)) { return; } if (g != h.GroubNumber || startLoadImage != h.ImageNumber) { KeyValuePair <int, int> key = new KeyValuePair <int, int>(g, startLoadImage); KeyValuePair <int, int> value = new KeyValuePair <int, int>(h.GroubNumber, h.ImageNumber); mGroupImageLinkMap[key] = value; } if (this.HasLoadImageFrame(h.GroubNumber, h.ImageNumber)) { return; } KeyValuePair <PCXHEADER, PCXDATA> d; if (!sf.GetPcxData((uint)h.GroubNumber, (uint)h.ImageNumber, out d)) { return; } float offX = ((float)(d.Key.x + h.x)) / d.Key.widht;//+ 1.0f; float offY = -((float)(d.Key.y + h.y)) / d.Key.height + 1.0f; Texture2D tex = sf.GetIndexTexture((uint)h.GroubNumber, (uint)h.ImageNumber); if (tex != null) { KeyValuePair <short, short> palletLink; if (d.Value.IsVaildPalletLink) { palletLink = d.Value.palletLink; } else { palletLink = new KeyValuePair <short, short>(-1, -1); } ImageFrame frame = new ImageFrame(this, h.ImageNumber, tex, offX, offY, charName, palletLink, d.Value.GetPalletTexture(mIs32BitPallet)); AddImageFrame((PlayerState)h.GroubNumber, frame); } }
private void GeneratorTempDataToTexture() { if (m_TempData == null || AppConfig.IsAppQuit) { return; } if (mLocalPalletTex == null) { mLocalPalletTex = SffFile.GeneratorPalletTexture(m_TempData.pallet, mParentLib.Is32BitPallet); } if (m_Sprite == null || m_Sprite.texture == null) { Texture2D tex = SffFile.GetIndexTexture(m_TempData.width, m_TempData.height, m_TempData.data); SetTexture2D(tex, m_TempData.offX, m_TempData.offY, m_TempData.name); } m_TempData = null; }