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);
        }
Exemplo n.º 2
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        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);
        }