/// <summary>Deserialize into new object instance</summary> public Cel(AnimationDeserializeContext context) { friendlyName = context.br.ReadNullableString(); spriteRef = new SpriteRef(context); if (context.br.ReadBoolean()) { shadowReceiver = new ShadowReceiver(context); } }
// Use this for initialization void Awake() { spriteRef = publicSpriteRef; playerRef = publicPlayerRef; collectionControllerRef = publicCollectionControllerRef; offensiveDeckPartControllerRef = publicOffensiveDeckPartControllerRef; deffensiveDeckPartControllerRef = publicDeffensiveDeckPartControllerRef; supportiveDeckPartControllerRef = publicSupportiveDeckPartControllerRef; deckInfoRef = publicDeckInfoRef; cameraRef = publicCameraRef; }
public ShadowLayer(int startHeight, SpriteRef shadowSpriteRef) { this.startHeight = startHeight; this.shadowSpriteRef = shadowSpriteRef; }
public Cel(Sprite sprite) { spriteRef = new SpriteRef(sprite); }
protected override AnimationsDict Read(ContentReader input, AnimationsDict existingInstance) { if (input == null) { throw new ArgumentNullException("AnimationsReader input"); } var spriteSheet = input.ReadExternalReference <SpriteSheet>(); var anims = new Dictionary <string, List <Frame> >(); int animationCount = input.ReadInt32(); for (int i = 0; i < animationCount; i++) { string animName = input.ReadString(); int animLoops = input.ReadInt32(); // read frames int frameCount = input.ReadInt32(); if (!anims.ContainsKey(animName)) { anims[animName] = new List <Frame>(); } for (int j = 0; j < frameCount; j++) { int frameIndex = input.ReadInt32(); int frameDelay = input.ReadInt32(); // sprite refs int spriteCount = input.ReadInt32(); var spriteRefs = new SpriteRef[spriteCount]; for (int k = 0; k < spriteCount; k++) { string sprName = input.ReadString(); int sprX = input.ReadInt32(); int sprY = input.ReadInt32(); int sprZ = input.ReadInt32(); var sprAngle = (float)input.ReadDecimal(); bool sprFlipH = input.ReadBoolean(); bool sprFlipV = input.ReadBoolean(); var sprite = spriteSheet.FindSprite(sprName); spriteRefs[k] = new SpriteRef(sprite, sprName, sprX, sprY, sprZ, sprAngle, sprFlipH, sprFlipV); } // sort sprite refs by z value var sortedSpriteRefs = (from spriteRef in spriteRefs.ToList() orderby spriteRef.Z select spriteRef).OrderByDescending(x => x.Z).ToArray(); RectangleF frameBounds = CalculateFrameBounds(sortedSpriteRefs); anims[animName].Add(new Frame(frameIndex, sortedSpriteRefs, frameBounds)); // Add one extra frame for each delay for (int l = 0; l < frameDelay - 1; l++) { anims[animName].Add(new Frame(frameIndex, sortedSpriteRefs, frameBounds)); } } } AnimationsDict animations = existingInstance; if (existingInstance == null) { animations = new AnimationsDict(); foreach (var key in anims.Keys) { //animations[key] = anims[key].ToArray(); animations[key] = new Animation(key, anims[key].ToArray()); } } return(animations); }
public Cel(Sprite sprite) { this.spriteRef = new SpriteRef(sprite); }