示例#1
0
        //public ITextureResource[] FramesTextureResources => this.framesTextureResources;

        /// <summary>
        /// Generate textures from atlas.
        /// </summary>
        /// <param name="textureAtlasResource">Texture atlas.</param>
        /// <param name="columns">(optional)</param>
        /// <param name="rowsCount">(optional)</param>
        /// <param name="autoInverse">
        /// (optional) Enable this if you want to append reverse animation. Please note - first and last
        /// frame will be displayed twice.
        /// </param>
        /// <returns></returns>
        public static ITextureResource[] CreateAnimationFrames(
            ITextureAtlasResource textureAtlasResource,
            byte?columns         = null,
            byte?rowsCount       = null,
            byte?onlySpecificRow = null,
            bool autoInverse     = false)
        {
            var atlasColumnsCount = columns ?? textureAtlasResource.AtlasSize.ColumnsCount;
            var atlasRowsCount    = rowsCount ?? textureAtlasResource.AtlasSize.RowsCount;

            int chunksCount;

            if (onlySpecificRow.HasValue)
            {
                chunksCount = atlasColumnsCount;
            }
            else
            {
                chunksCount = atlasColumnsCount * atlasRowsCount;
            }

            var result = new ITextureResource[chunksCount * (autoInverse ? 2 : 1)];

            if (onlySpecificRow.HasValue)
            {
                var row = onlySpecificRow.Value;
                for (byte column = 0; column < atlasColumnsCount; column++)
                {
                    result[column] = textureAtlasResource.Chunk(column, row);
                }
            }
            else
            {
                for (byte row = 0; row < atlasRowsCount; row++)
                {
                    for (byte column = 0; column < atlasColumnsCount; column++)
                    {
                        result[row * atlasColumnsCount + column] = textureAtlasResource.Chunk(column, row);
                    }
                }
            }

            if (autoInverse)
            {
                for (var i = 0; i < chunksCount; i++)
                {
                    result[chunksCount + i] = result[chunksCount - i - 1];
                }
            }

            return(result);
        }
示例#2
0
 protected override ITextureResource PrepareDefaultTexture(Type thisType)
 {
     return(ExplosionGroundTextureAtlas.Chunk(7, 2));
 }