/// <summary> /// After adding the spawn and filling data, this function must be called to save values. /// </summary> /// <param name="spawn">Filled structure.</param> /// <param name="ID">ID of the structure.</param> public void SaveSpawn(TSpawn spawn, int ID) { SheepSpawn[ID] = spawn; }
/// <summary> /// Load the animations (read them from XML file) /// </summary> /// <param name="animations">Animation class where the animations should be saved</param> public void LoadAnimations(Animations animations) { // for each animation foreach (XmlData.AnimationNode node in AnimationXML.Animations.Animation) { TAnimation ani = animations.AddAnimation(node.Id, node.Id.ToString()); ani.Border = node.Border != null; ani.Gravity = node.Gravity != null; ani.Name = node.Name; switch (ani.Name) { case "fall": animations.AnimationFall = node.Id; break; case "drag": animations.AnimationDrag = node.Id; break; case "kill": animations.AnimationKill = node.Id; break; case "sync": animations.AnimationSync = node.Id; break; } ani.Start.X = GetXMLCompute(node.Start.X, "animation " + node.Id + ": node.start.X"); ani.Start.Y = GetXMLCompute(node.Start.Y, "animation " + node.Id + ": node.start.Y"); ani.Start.Interval = GetXMLCompute(node.Start.Interval, "animation " + node.Id + ": node.start.Interval"); ani.Start.OffsetY = node.Start.OffsetY; ani.Start.Opacity = node.Start.Opacity; ani.End.X = GetXMLCompute(node.End.X, "animation " + node.Id + ": node.end.X"); ani.End.Y = GetXMLCompute(node.End.Y, "animation " + node.Id + ": node.end.Y"); ani.End.Interval = GetXMLCompute(node.End.Interval, "animation " + node.Id + ": node.end.Interval"); ani.End.OffsetY = node.End.OffsetY; ani.End.Opacity = node.End.Opacity; ani.Sequence.RepeatFrom = node.Sequence.RepeatFromFrame; ani.Sequence.Action = node.Sequence.Action; ani.Sequence.Repeat = GetXMLCompute(node.Sequence.RepeatCount, "animation " + node.Id + ": node.sequence.Repeat"); ani.Sequence.Frames.AddRange(node.Sequence.Frame); if (ani.Sequence.RepeatFrom > 0) { ani.Sequence.TotalSteps = ani.Sequence.Frames.Count + (ani.Sequence.Frames.Count - ani.Sequence.RepeatFrom - 1) * ani.Sequence.Repeat.Value; } else { ani.Sequence.TotalSteps = ani.Sequence.Frames.Count + ani.Sequence.Frames.Count * ani.Sequence.Repeat.Value; } if (node.Sequence.Next != null) { foreach (XmlData.NextNode nextNode in node.Sequence.Next) { TNextAnimation.TOnly where; switch (nextNode.OnlyFlag) { case "taskbar": where = TNextAnimation.TOnly.TASKBAR; break; case "window": where = TNextAnimation.TOnly.WINDOW; break; case "horizontal": where = TNextAnimation.TOnly.HORIZONTAL; break; case "horizontal+": where = TNextAnimation.TOnly.HORIZONTAL_; break; case "vertical": where = TNextAnimation.TOnly.VERTICAL; break; default: where = TNextAnimation.TOnly.NONE; break; } ani.EndAnimation.Add( new TNextAnimation( nextNode.Value, nextNode.Probability, where ) ); } } if (ani.Border) { foreach (XmlData.NextNode nextNode in node.Border.Next) { TNextAnimation.TOnly where; switch (nextNode.OnlyFlag) { case "taskbar": where = TNextAnimation.TOnly.TASKBAR; break; case "window": where = TNextAnimation.TOnly.WINDOW; break; case "horizontal": where = TNextAnimation.TOnly.HORIZONTAL; break; case "horizontal+": where = TNextAnimation.TOnly.HORIZONTAL_; break; case "vertical": where = TNextAnimation.TOnly.VERTICAL; break; default: where = TNextAnimation.TOnly.NONE; break; } ani.Border = true; ani.EndBorder.Add( new TNextAnimation( nextNode.Value, nextNode.Probability, where ) ); } } if (ani.Gravity) { foreach (XmlData.NextNode nextNode in node.Gravity.Next) { TNextAnimation.TOnly where; switch (nextNode.OnlyFlag) { case "taskbar": where = TNextAnimation.TOnly.TASKBAR; break; case "window": where = TNextAnimation.TOnly.WINDOW; break; case "horizontal": where = TNextAnimation.TOnly.HORIZONTAL; break; case "horizontal+": where = TNextAnimation.TOnly.HORIZONTAL_; break; case "vertical": where = TNextAnimation.TOnly.VERTICAL; break; default: where = TNextAnimation.TOnly.NONE; break; } ani.Gravity = true; ani.EndGravity.Add( new TNextAnimation( nextNode.Value, nextNode.Probability, where ) ); } } animations.SaveAnimation(ani, node.Id); } // for each spawn if (AnimationXML.Spawns.Spawn != null) { foreach (XmlData.SpawnNode node in AnimationXML.Spawns.Spawn) { TSpawn ani = animations.AddSpawn( node.Id, node.Probability); ani.Start.X = GetXMLCompute(node.X, "spawn " + node.Id + ": node.X"); ani.Start.Y = GetXMLCompute(node.Y, "spawn " + node.Id + ": node.X"); ani.Next = node.Next.Value; animations.SaveSpawn(ani, node.Id); } } // for each child if (AnimationXML.Childs.Child != null) { foreach (XmlData.ChildNode node in AnimationXML.Childs.Child) { TChild aniChild = animations.AddChild(node.Id); aniChild.AnimationID = node.Id; aniChild.Position.X = GetXMLCompute(node.X, "child " + node.Id + ": node.X"); aniChild.Position.Y = GetXMLCompute(node.Y, "child " + node.Id + ": node.Y"); aniChild.Next = node.Next; animations.SaveChild(aniChild, node.Id); } } // for each sound if (AnimationXML.Sounds != null && AnimationXML.Sounds.Sound != null) { foreach (XmlData.SoundNode node in AnimationXML.Sounds.Sound) { animations.AddSound(node.Id, node.Probability, node.Loop, node.Base64); } } }