mirror of
https://github.com/AlexMacocian/MonoGame.Extended.git
synced 2026-07-22 18:29:30 +00:00
Merge pull request #806 from DavidFidge/sprites
Fix bugs in SpriteSheetAnimation
This commit is contained in:
@@ -41,7 +41,7 @@ namespace MonoGame.Extended.Sprites
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public new bool IsComplete => CurrentTime >= AnimationDuration;
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public float AnimationDuration => IsPingPong
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? (KeyFrames.Length*2 - 2)*FrameDuration
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? (KeyFrames.Length*2 - (IsLooping ? 2 : 1))*FrameDuration
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: KeyFrames.Length*FrameDuration;
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public TextureRegion2D CurrentFrame => KeyFrames[CurrentFrameIndex];
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@@ -59,10 +59,10 @@ namespace MonoGame.Extended.Sprites
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{
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if (IsComplete)
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{
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OnCompleted?.Invoke();
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if (IsLooping)
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CurrentTime -= AnimationDuration;
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CurrentTime %= AnimationDuration;
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else
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OnCompleted?.Invoke();
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}
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if (KeyFrames.Length == 1)
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@@ -76,10 +76,15 @@ namespace MonoGame.Extended.Sprites
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if (IsPingPong)
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{
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frameIndex = frameIndex%(length*2 - 2);
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if (IsComplete)
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frameIndex = 0;
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else
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{
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frameIndex = frameIndex % (length * 2 - 2);
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if (frameIndex >= length)
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frameIndex = length - 2 - (frameIndex - length);
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if (frameIndex >= length)
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frameIndex = length - 2 - (frameIndex - length);
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}
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}
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if (IsLooping)
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@@ -0,0 +1,910 @@
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using System;
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using Microsoft.Xna.Framework;
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using MonoGame.Extended.Sprites;
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using MonoGame.Extended.TextureAtlases;
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using Xunit;
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namespace MonoGame.Extended.Tests.Sprites
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{
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public class SpriteSheetAnimationTests
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{
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[Theory]
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[InlineData(0, 0)]
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[InlineData(0, 0.9f)]
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[InlineData(1, 1f)]
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[InlineData(1, 1.9f)]
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[InlineData(0, 2f)]
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[InlineData(0, 2.9f)]
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[InlineData(1, 3f)]
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[InlineData(0, 4f)]
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[InlineData(1, 5f)]
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public void Looping_SpriteSheetAnimation_Should_Return_Correct_Frame_And_Not_Complete(int expectedTextureRegionIndex, float time)
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{
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var textureRegion2D1 = new TextureRegion2D("Region 1", null, new Rectangle());
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var textureRegion2D2 = new TextureRegion2D("Region 2", null, new Rectangle());
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var textureRegions = new[] { textureRegion2D1, textureRegion2D2 };
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var spriteSheetAnimationData = new SpriteSheetAnimationData(
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new[] { 0, 1 },
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1,
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true
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);
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var spriteSheetAnimation = new SpriteSheetAnimation("Test", textureRegions, spriteSheetAnimationData);
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var isCompleteFired = false;
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spriteSheetAnimation.OnCompleted += () => isCompleteFired = true;
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spriteSheetAnimation.Play();
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var gameTime = new GameTime(TimeSpan.Zero, TimeSpan.FromSeconds(time));
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spriteSheetAnimation.Update(gameTime);
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Assert.Equal(textureRegions[expectedTextureRegionIndex], spriteSheetAnimation.CurrentFrame);
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Assert.False(spriteSheetAnimation.IsComplete);
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Assert.False(isCompleteFired);
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}
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[Fact]
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public void Looping_SpriteSheetAnimation_Should_Return_Correct_Frame_And_Not_Complete_Over_Multiple_Updates()
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{
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var textureRegion2D1 = new TextureRegion2D("Region 1", null, new Rectangle());
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var textureRegion2D2 = new TextureRegion2D("Region 2", null, new Rectangle());
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var textureRegions = new[] { textureRegion2D1, textureRegion2D2 };
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var spriteSheetAnimationData = new SpriteSheetAnimationData(
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new[] { 0, 1 },
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1,
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true
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);
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var spriteSheetAnimation = new SpriteSheetAnimation("Test", textureRegions, spriteSheetAnimationData);
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var isCompleteFired = false;
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spriteSheetAnimation.OnCompleted += () => isCompleteFired = true;
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spriteSheetAnimation.Play();
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var gameTime = new GameTime(TimeSpan.Zero, TimeSpan.FromSeconds(0));
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spriteSheetAnimation.Update(gameTime);
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Assert.Equal(textureRegions[0], spriteSheetAnimation.CurrentFrame);
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Assert.False(spriteSheetAnimation.IsComplete);
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Assert.False(isCompleteFired);
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gameTime = new GameTime(TimeSpan.Zero, TimeSpan.FromSeconds(1));
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spriteSheetAnimation.Update(gameTime);
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Assert.Equal(textureRegions[1], spriteSheetAnimation.CurrentFrame);
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Assert.False(spriteSheetAnimation.IsComplete);
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Assert.False(isCompleteFired);
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gameTime = new GameTime(TimeSpan.Zero, TimeSpan.FromSeconds(1));
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spriteSheetAnimation.Update(gameTime);
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Assert.Equal(textureRegions[0], spriteSheetAnimation.CurrentFrame);
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Assert.False(spriteSheetAnimation.IsComplete);
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Assert.False(isCompleteFired);
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gameTime = new GameTime(TimeSpan.Zero, TimeSpan.FromSeconds(1));
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spriteSheetAnimation.Update(gameTime);
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Assert.Equal(textureRegions[1], spriteSheetAnimation.CurrentFrame);
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Assert.False(spriteSheetAnimation.IsComplete);
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Assert.False(isCompleteFired);
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}
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[Theory]
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[InlineData(0, 0.9f)]
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[InlineData(1, 1f)]
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[InlineData(1, 1.1f)]
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[InlineData(1, 1.9f)]
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public void Non_Looping_SpriteSheetAnimation_Should_Return_Correct_Frame_And_Not_Complete(int expectedTextureRegionIndex, float time)
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{
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var textureRegion2D1 = new TextureRegion2D("Region 1", null, new Rectangle());
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var textureRegion2D2 = new TextureRegion2D("Region 2", null, new Rectangle());
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var textureRegions = new[] { textureRegion2D1, textureRegion2D2 };
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var spriteSheetAnimationData = new SpriteSheetAnimationData(
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new[] { 0, 1 },
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1,
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false
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);
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var spriteSheetAnimation = new SpriteSheetAnimation("Test", textureRegions, spriteSheetAnimationData);
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var isCompleteFired = false;
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spriteSheetAnimation.OnCompleted += () => isCompleteFired = true;
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spriteSheetAnimation.Play();
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var gameTime = new GameTime(TimeSpan.Zero, TimeSpan.FromSeconds(time));
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spriteSheetAnimation.Update(gameTime);
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Assert.Equal(textureRegions[expectedTextureRegionIndex], spriteSheetAnimation.CurrentFrame);
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Assert.False(spriteSheetAnimation.IsComplete);
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Assert.False(isCompleteFired);
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}
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[Theory]
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[InlineData(1, 2f)]
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[InlineData(1, 3f)]
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[InlineData(1, 4f)]
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public void Non_Looping_SpriteSheetAnimation_Should_Return_Correct_Frame_And_Complete_When_AnimationDuration_Is_Reached(int expectedTextureRegionIndex, float time)
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{
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var textureRegion2D1 = new TextureRegion2D("Region 1", null, new Rectangle());
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var textureRegion2D2 = new TextureRegion2D("Region 2", null, new Rectangle());
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var textureRegions = new[] { textureRegion2D1, textureRegion2D2 };
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var spriteSheetAnimationData = new SpriteSheetAnimationData(
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new[] { 0, 1 },
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1,
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false
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);
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var spriteSheetAnimation = new SpriteSheetAnimation("Test", textureRegions, spriteSheetAnimationData);
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var isCompleteFired = false;
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spriteSheetAnimation.OnCompleted += () => isCompleteFired = true;
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spriteSheetAnimation.Play();
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var gameTime = new GameTime(TimeSpan.Zero, TimeSpan.FromSeconds(time));
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spriteSheetAnimation.Update(gameTime);
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Assert.Equal(textureRegions[expectedTextureRegionIndex], spriteSheetAnimation.CurrentFrame);
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Assert.True(spriteSheetAnimation.IsComplete);
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Assert.True(isCompleteFired);
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}
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[Fact]
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public void Non_Looping_SpriteSheetAnimation_Should_Return_Correct_Frame_And_Complete_When_AnimationDuration_Is_Reached_Over_Multiple_Updates()
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{
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var textureRegion2D1 = new TextureRegion2D("Region 1", null, new Rectangle());
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var textureRegion2D2 = new TextureRegion2D("Region 2", null, new Rectangle());
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var textureRegions = new[] { textureRegion2D1, textureRegion2D2 };
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var spriteSheetAnimationData = new SpriteSheetAnimationData(
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new[] { 0, 1 },
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1,
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false
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);
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var spriteSheetAnimation = new SpriteSheetAnimation("Test", textureRegions, spriteSheetAnimationData);
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var isCompleteFired = false;
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spriteSheetAnimation.OnCompleted += () => isCompleteFired = true;
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spriteSheetAnimation.Play();
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var gameTime = new GameTime(TimeSpan.Zero, TimeSpan.FromSeconds(0));
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spriteSheetAnimation.Update(gameTime);
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Assert.Equal(textureRegions[0], spriteSheetAnimation.CurrentFrame);
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Assert.False(spriteSheetAnimation.IsComplete);
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Assert.False(isCompleteFired);
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gameTime = new GameTime(TimeSpan.Zero, TimeSpan.FromSeconds(1));
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spriteSheetAnimation.Update(gameTime);
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Assert.Equal(textureRegions[1], spriteSheetAnimation.CurrentFrame);
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Assert.False(spriteSheetAnimation.IsComplete);
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Assert.False(isCompleteFired);
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gameTime = new GameTime(TimeSpan.Zero, TimeSpan.FromSeconds(1));
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spriteSheetAnimation.Update(gameTime);
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Assert.Equal(textureRegions[1], spriteSheetAnimation.CurrentFrame);
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Assert.True(spriteSheetAnimation.IsComplete);
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Assert.True(isCompleteFired);
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isCompleteFired = false; // Reset isCompleteFired for next execution
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gameTime = new GameTime(TimeSpan.Zero, TimeSpan.FromSeconds(1));
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spriteSheetAnimation.Update(gameTime);
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Assert.Equal(textureRegions[1], spriteSheetAnimation.CurrentFrame);
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Assert.True(spriteSheetAnimation.IsComplete);
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Assert.False(isCompleteFired); // Event is not fired again as animation was already completed
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}
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[Theory]
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[InlineData(1, 0)]
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[InlineData(1, 0.9f)]
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[InlineData(0, 1f)]
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[InlineData(0, 1.9f)]
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[InlineData(1, 2f)]
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[InlineData(1, 2.9f)]
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[InlineData(0, 3f)]
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[InlineData(1, 4f)]
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[InlineData(0, 5f)]
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public void Reversed_Looping_SpriteSheetAnimation_Should_Return_Correct_Frame_And_Not_Complete(int expectedTextureRegionIndex, float time)
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{
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var textureRegion2D1 = new TextureRegion2D("Region 1", null, new Rectangle());
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var textureRegion2D2 = new TextureRegion2D("Region 2", null, new Rectangle());
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var textureRegions = new[] { textureRegion2D1, textureRegion2D2 };
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var spriteSheetAnimationData = new SpriteSheetAnimationData(
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new[] { 0, 1 },
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1,
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true,
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true
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);
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var spriteSheetAnimation = new SpriteSheetAnimation("Test", textureRegions, spriteSheetAnimationData);
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var isCompleteFired = false;
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spriteSheetAnimation.OnCompleted += () => isCompleteFired = true;
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spriteSheetAnimation.Play();
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var gameTime = new GameTime(TimeSpan.Zero, TimeSpan.FromSeconds(time));
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spriteSheetAnimation.Update(gameTime);
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Assert.Equal(textureRegions[expectedTextureRegionIndex], spriteSheetAnimation.CurrentFrame);
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Assert.False(spriteSheetAnimation.IsComplete);
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Assert.False(isCompleteFired);
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}
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[Fact]
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public void Reversed_Looping_SpriteSheetAnimation_Should_Return_Correct_Frame_And_Not_Complete_Over_Multiple_Updates()
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{
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var textureRegion2D1 = new TextureRegion2D("Region 1", null, new Rectangle());
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var textureRegion2D2 = new TextureRegion2D("Region 2", null, new Rectangle());
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var textureRegions = new[] { textureRegion2D1, textureRegion2D2 };
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var spriteSheetAnimationData = new SpriteSheetAnimationData(
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new[] { 0, 1 },
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1,
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true,
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true
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);
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var spriteSheetAnimation = new SpriteSheetAnimation("Test", textureRegions, spriteSheetAnimationData);
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var isCompleteFired = false;
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spriteSheetAnimation.OnCompleted += () => isCompleteFired = true;
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spriteSheetAnimation.Play();
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var gameTime = new GameTime(TimeSpan.Zero, TimeSpan.FromSeconds(0));
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spriteSheetAnimation.Update(gameTime);
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Assert.Equal(textureRegions[1], spriteSheetAnimation.CurrentFrame);
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Assert.False(spriteSheetAnimation.IsComplete);
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Assert.False(isCompleteFired);
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gameTime = new GameTime(TimeSpan.Zero, TimeSpan.FromSeconds(1));
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spriteSheetAnimation.Update(gameTime);
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Assert.Equal(textureRegions[0], spriteSheetAnimation.CurrentFrame);
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Assert.False(spriteSheetAnimation.IsComplete);
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Assert.False(isCompleteFired);
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gameTime = new GameTime(TimeSpan.Zero, TimeSpan.FromSeconds(1));
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spriteSheetAnimation.Update(gameTime);
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Assert.Equal(textureRegions[1], spriteSheetAnimation.CurrentFrame);
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Assert.False(spriteSheetAnimation.IsComplete);
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Assert.False(isCompleteFired);
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gameTime = new GameTime(TimeSpan.Zero, TimeSpan.FromSeconds(1));
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spriteSheetAnimation.Update(gameTime);
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Assert.Equal(textureRegions[0], spriteSheetAnimation.CurrentFrame);
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Assert.False(spriteSheetAnimation.IsComplete);
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Assert.False(isCompleteFired);
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}
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[Theory]
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[InlineData(1, 0.9f)]
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[InlineData(0, 1f)]
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[InlineData(0, 1.1f)]
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[InlineData(0, 1.9f)]
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public void Reversed_Non_Looping_SpriteSheetAnimation_Should_Return_Correct_Frame_And_Not_Complete(int expectedTextureRegionIndex, float time)
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{
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var textureRegion2D1 = new TextureRegion2D("Region 1", null, new Rectangle());
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var textureRegion2D2 = new TextureRegion2D("Region 2", null, new Rectangle());
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var textureRegions = new[] { textureRegion2D1, textureRegion2D2 };
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var spriteSheetAnimationData = new SpriteSheetAnimationData(
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new[] { 0, 1 },
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1,
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false,
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true
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);
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var spriteSheetAnimation = new SpriteSheetAnimation("Test", textureRegions, spriteSheetAnimationData);
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var isCompleteFired = false;
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spriteSheetAnimation.OnCompleted += () => isCompleteFired = true;
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spriteSheetAnimation.Play();
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var gameTime = new GameTime(TimeSpan.Zero, TimeSpan.FromSeconds(time));
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spriteSheetAnimation.Update(gameTime);
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Assert.Equal(textureRegions[expectedTextureRegionIndex], spriteSheetAnimation.CurrentFrame);
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Assert.False(spriteSheetAnimation.IsComplete);
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Assert.False(isCompleteFired);
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}
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[Theory]
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[InlineData(0, 2f)]
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[InlineData(0, 3f)]
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[InlineData(0, 4f)]
|
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public void Reversed_Non_Looping_SpriteSheetAnimation_Should_Return_Correct_Frame_And_Complete_When_AnimationDuration_Is_Reached(int expectedTextureRegionIndex, float time)
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{
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var textureRegion2D1 = new TextureRegion2D("Region 1", null, new Rectangle());
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var textureRegion2D2 = new TextureRegion2D("Region 2", null, new Rectangle());
|
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|
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var textureRegions = new[] { textureRegion2D1, textureRegion2D2 };
|
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|
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var spriteSheetAnimationData = new SpriteSheetAnimationData(
|
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new[] { 0, 1 },
|
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1,
|
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false,
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true
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);
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var spriteSheetAnimation = new SpriteSheetAnimation("Test", textureRegions, spriteSheetAnimationData);
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var isCompleteFired = false;
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spriteSheetAnimation.OnCompleted += () => isCompleteFired = true;
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spriteSheetAnimation.Play();
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var gameTime = new GameTime(TimeSpan.Zero, TimeSpan.FromSeconds(time));
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spriteSheetAnimation.Update(gameTime);
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Assert.Equal(textureRegions[expectedTextureRegionIndex], spriteSheetAnimation.CurrentFrame);
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Assert.True(spriteSheetAnimation.IsComplete);
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Assert.True(isCompleteFired);
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}
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|
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[Fact]
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public void Reversed_Non_Looping_SpriteSheetAnimation_Should_Return_Correct_Frame_And_Complete_When_AnimationDuration_Is_Reached_Over_Multiple_Updates()
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{
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var textureRegion2D1 = new TextureRegion2D("Region 1", null, new Rectangle());
|
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var textureRegion2D2 = new TextureRegion2D("Region 2", null, new Rectangle());
|
||||
|
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var textureRegions = new[] { textureRegion2D1, textureRegion2D2 };
|
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|
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var spriteSheetAnimationData = new SpriteSheetAnimationData(
|
||||
new[] { 0, 1 },
|
||||
1,
|
||||
false,
|
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true
|
||||
);
|
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|
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var spriteSheetAnimation = new SpriteSheetAnimation("Test", textureRegions, spriteSheetAnimationData);
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var isCompleteFired = false;
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spriteSheetAnimation.OnCompleted += () => isCompleteFired = true;
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spriteSheetAnimation.Play();
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var gameTime = new GameTime(TimeSpan.Zero, TimeSpan.FromSeconds(0));
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spriteSheetAnimation.Update(gameTime);
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Assert.Equal(textureRegions[1], spriteSheetAnimation.CurrentFrame);
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Assert.False(spriteSheetAnimation.IsComplete);
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Assert.False(isCompleteFired);
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gameTime = new GameTime(TimeSpan.Zero, TimeSpan.FromSeconds(1));
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spriteSheetAnimation.Update(gameTime);
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Assert.Equal(textureRegions[0], spriteSheetAnimation.CurrentFrame);
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Assert.False(spriteSheetAnimation.IsComplete);
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Assert.False(isCompleteFired);
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gameTime = new GameTime(TimeSpan.Zero, TimeSpan.FromSeconds(1));
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spriteSheetAnimation.Update(gameTime);
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|
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Assert.Equal(textureRegions[0], spriteSheetAnimation.CurrentFrame);
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Assert.True(spriteSheetAnimation.IsComplete);
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Assert.True(isCompleteFired);
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isCompleteFired = false; // Reset isCompleteFired for next execution
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gameTime = new GameTime(TimeSpan.Zero, TimeSpan.FromSeconds(1));
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spriteSheetAnimation.Update(gameTime);
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||||
|
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Assert.Equal(textureRegions[0], spriteSheetAnimation.CurrentFrame);
|
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Assert.True(spriteSheetAnimation.IsComplete);
|
||||
Assert.False(isCompleteFired); // Event is not fired again as animation was already completed;
|
||||
}
|
||||
|
||||
[Theory]
|
||||
[InlineData(0, 0)]
|
||||
[InlineData(0, 0.9f)]
|
||||
[InlineData(1, 1f)]
|
||||
[InlineData(1, 1.9f)]
|
||||
[InlineData(0, 2f)]
|
||||
[InlineData(0, 2.9f)]
|
||||
[InlineData(1, 3f)]
|
||||
[InlineData(0, 4f)]
|
||||
[InlineData(1, 5f)]
|
||||
[InlineData(0, 6f)]
|
||||
[InlineData(1, 7f)]
|
||||
[InlineData(0, 8f)]
|
||||
public void PingPong_Looping_SpriteSheetAnimation_Should_Return_Correct_Frame_And_Not_Complete(int expectedTextureRegionIndex, float time)
|
||||
{
|
||||
var textureRegion2D1 = new TextureRegion2D("Region 1", null, new Rectangle());
|
||||
var textureRegion2D2 = new TextureRegion2D("Region 2", null, new Rectangle());
|
||||
|
||||
var textureRegions = new[] { textureRegion2D1, textureRegion2D2 };
|
||||
|
||||
var spriteSheetAnimationData = new SpriteSheetAnimationData(
|
||||
new[] { 0, 1 },
|
||||
1,
|
||||
true,
|
||||
false,
|
||||
true
|
||||
);
|
||||
|
||||
var spriteSheetAnimation = new SpriteSheetAnimation("Test", textureRegions, spriteSheetAnimationData);
|
||||
var isCompleteFired = false;
|
||||
spriteSheetAnimation.OnCompleted += () => isCompleteFired = true;
|
||||
|
||||
spriteSheetAnimation.Play();
|
||||
var gameTime = new GameTime(TimeSpan.Zero, TimeSpan.FromSeconds(time));
|
||||
|
||||
spriteSheetAnimation.Update(gameTime);
|
||||
|
||||
Assert.Equal(textureRegions[expectedTextureRegionIndex], spriteSheetAnimation.CurrentFrame);
|
||||
Assert.False(spriteSheetAnimation.IsComplete);
|
||||
Assert.False(isCompleteFired);
|
||||
}
|
||||
|
||||
[Fact]
|
||||
public void PingPong_Looping_SpriteSheetAnimation_Should_Return_Correct_Frame_And_Not_Complete_Over_Multiple_Updates()
|
||||
{
|
||||
var textureRegion2D1 = new TextureRegion2D("Region 1", null, new Rectangle());
|
||||
var textureRegion2D2 = new TextureRegion2D("Region 2", null, new Rectangle());
|
||||
|
||||
var textureRegions = new[] { textureRegion2D1, textureRegion2D2 };
|
||||
|
||||
var spriteSheetAnimationData = new SpriteSheetAnimationData(
|
||||
new[] { 0, 1 },
|
||||
1,
|
||||
true,
|
||||
false,
|
||||
true
|
||||
);
|
||||
|
||||
var spriteSheetAnimation = new SpriteSheetAnimation("Test", textureRegions, spriteSheetAnimationData);
|
||||
var isCompleteFired = false;
|
||||
spriteSheetAnimation.OnCompleted += () => isCompleteFired = true;
|
||||
|
||||
spriteSheetAnimation.Play();
|
||||
var gameTime = new GameTime(TimeSpan.Zero, TimeSpan.FromSeconds(0));
|
||||
spriteSheetAnimation.Update(gameTime);
|
||||
|
||||
Assert.Equal(textureRegions[0], spriteSheetAnimation.CurrentFrame);
|
||||
Assert.False(spriteSheetAnimation.IsComplete);
|
||||
Assert.False(isCompleteFired);
|
||||
|
||||
gameTime = new GameTime(TimeSpan.Zero, TimeSpan.FromSeconds(1));
|
||||
spriteSheetAnimation.Update(gameTime);
|
||||
|
||||
Assert.Equal(textureRegions[1], spriteSheetAnimation.CurrentFrame);
|
||||
Assert.False(spriteSheetAnimation.IsComplete);
|
||||
Assert.False(isCompleteFired);
|
||||
|
||||
gameTime = new GameTime(TimeSpan.Zero, TimeSpan.FromSeconds(1));
|
||||
spriteSheetAnimation.Update(gameTime);
|
||||
|
||||
Assert.Equal(textureRegions[0], spriteSheetAnimation.CurrentFrame);
|
||||
Assert.False(spriteSheetAnimation.IsComplete);
|
||||
Assert.False(isCompleteFired);
|
||||
|
||||
gameTime = new GameTime(TimeSpan.Zero, TimeSpan.FromSeconds(1));
|
||||
spriteSheetAnimation.Update(gameTime);
|
||||
|
||||
Assert.Equal(textureRegions[1], spriteSheetAnimation.CurrentFrame);
|
||||
Assert.False(spriteSheetAnimation.IsComplete);
|
||||
Assert.False(isCompleteFired);
|
||||
|
||||
gameTime = new GameTime(TimeSpan.Zero, TimeSpan.FromSeconds(1));
|
||||
spriteSheetAnimation.Update(gameTime);
|
||||
|
||||
Assert.Equal(textureRegions[0], spriteSheetAnimation.CurrentFrame);
|
||||
Assert.False(spriteSheetAnimation.IsComplete);
|
||||
Assert.False(isCompleteFired);
|
||||
|
||||
gameTime = new GameTime(TimeSpan.Zero, TimeSpan.FromSeconds(1));
|
||||
spriteSheetAnimation.Update(gameTime);
|
||||
|
||||
Assert.Equal(textureRegions[1], spriteSheetAnimation.CurrentFrame);
|
||||
Assert.False(spriteSheetAnimation.IsComplete);
|
||||
Assert.False(isCompleteFired);
|
||||
}
|
||||
|
||||
[Theory]
|
||||
[InlineData(0, 0.9f)]
|
||||
[InlineData(1, 1f)]
|
||||
[InlineData(1, 1.9f)]
|
||||
[InlineData(0, 2f)]
|
||||
[InlineData(0, 2.9f)]
|
||||
public void PingPong_Non_Looping_SpriteSheetAnimation_Should_Return_Correct_Frame_And_Not_Complete(int expectedTextureRegionIndex, float time)
|
||||
{
|
||||
var textureRegion2D1 = new TextureRegion2D("Region 1", null, new Rectangle());
|
||||
var textureRegion2D2 = new TextureRegion2D("Region 2", null, new Rectangle());
|
||||
|
||||
var textureRegions = new[] { textureRegion2D1, textureRegion2D2 };
|
||||
|
||||
var spriteSheetAnimationData = new SpriteSheetAnimationData(
|
||||
new[] { 0, 1 },
|
||||
1,
|
||||
false,
|
||||
false,
|
||||
true
|
||||
);
|
||||
|
||||
var spriteSheetAnimation = new SpriteSheetAnimation("Test", textureRegions, spriteSheetAnimationData);
|
||||
var isCompleteFired = false;
|
||||
spriteSheetAnimation.OnCompleted += () => isCompleteFired = true;
|
||||
|
||||
spriteSheetAnimation.Play();
|
||||
var gameTime = new GameTime(TimeSpan.Zero, TimeSpan.FromSeconds(time));
|
||||
|
||||
spriteSheetAnimation.Update(gameTime);
|
||||
|
||||
Assert.Equal(textureRegions[expectedTextureRegionIndex], spriteSheetAnimation.CurrentFrame);
|
||||
Assert.False(spriteSheetAnimation.IsComplete);
|
||||
Assert.False(isCompleteFired);
|
||||
}
|
||||
|
||||
[Theory]
|
||||
[InlineData(0, 3f)]
|
||||
[InlineData(0, 4f)]
|
||||
[InlineData(0, 5f)]
|
||||
public void PingPong_Non_Looping_SpriteSheetAnimation_Should_Return_Correct_Frame_And_Complete_When_AnimationDuration_Is_Reached(int expectedTextureRegionIndex, float time)
|
||||
{
|
||||
var textureRegion2D1 = new TextureRegion2D("Region 1", null, new Rectangle());
|
||||
var textureRegion2D2 = new TextureRegion2D("Region 2", null, new Rectangle());
|
||||
|
||||
var textureRegions = new[] { textureRegion2D1, textureRegion2D2 };
|
||||
|
||||
var spriteSheetAnimationData = new SpriteSheetAnimationData(
|
||||
new[] { 0, 1 },
|
||||
1,
|
||||
false,
|
||||
false,
|
||||
true
|
||||
);
|
||||
|
||||
var spriteSheetAnimation = new SpriteSheetAnimation("Test", textureRegions, spriteSheetAnimationData);
|
||||
var isCompleteFired = false;
|
||||
spriteSheetAnimation.OnCompleted += () => isCompleteFired = true;
|
||||
|
||||
spriteSheetAnimation.Play();
|
||||
var gameTime = new GameTime(TimeSpan.Zero, TimeSpan.FromSeconds(time));
|
||||
|
||||
spriteSheetAnimation.Update(gameTime);
|
||||
|
||||
Assert.Equal(textureRegions[expectedTextureRegionIndex], spriteSheetAnimation.CurrentFrame);
|
||||
Assert.True(spriteSheetAnimation.IsComplete);
|
||||
Assert.True(isCompleteFired);
|
||||
}
|
||||
|
||||
[Fact]
|
||||
public void PingPong_Non_Looping_SpriteSheetAnimation_Should_Return_Correct_Frame_And_Complete_When_AnimationDuration_Is_Reached_Over_Multiple_Updates()
|
||||
{
|
||||
var textureRegion2D1 = new TextureRegion2D("Region 1", null, new Rectangle());
|
||||
var textureRegion2D2 = new TextureRegion2D("Region 2", null, new Rectangle());
|
||||
var textureRegion2D3 = new TextureRegion2D("Region 3", null, new Rectangle());
|
||||
|
||||
var textureRegions = new[] { textureRegion2D1, textureRegion2D2, textureRegion2D3 };
|
||||
|
||||
var spriteSheetAnimationData = new SpriteSheetAnimationData(
|
||||
new[] { 0, 1, 2 },
|
||||
1,
|
||||
false,
|
||||
false,
|
||||
true
|
||||
);
|
||||
|
||||
var spriteSheetAnimation = new SpriteSheetAnimation("Test", textureRegions, spriteSheetAnimationData);
|
||||
|
||||
var isCompleteFired = false;
|
||||
spriteSheetAnimation.OnCompleted += () => isCompleteFired = true;
|
||||
|
||||
spriteSheetAnimation.Play();
|
||||
|
||||
var gameTime = new GameTime(TimeSpan.Zero, TimeSpan.FromSeconds(0));
|
||||
spriteSheetAnimation.Update(gameTime);
|
||||
|
||||
Assert.Equal(textureRegions[0], spriteSheetAnimation.CurrentFrame);
|
||||
Assert.False(spriteSheetAnimation.IsComplete);
|
||||
Assert.False(isCompleteFired);
|
||||
|
||||
gameTime = new GameTime(TimeSpan.Zero, TimeSpan.FromSeconds(1));
|
||||
spriteSheetAnimation.Update(gameTime);
|
||||
|
||||
Assert.Equal(textureRegions[1], spriteSheetAnimation.CurrentFrame);
|
||||
Assert.False(spriteSheetAnimation.IsComplete);
|
||||
Assert.False(isCompleteFired);
|
||||
|
||||
gameTime = new GameTime(TimeSpan.Zero, TimeSpan.FromSeconds(1));
|
||||
spriteSheetAnimation.Update(gameTime);
|
||||
|
||||
Assert.Equal(textureRegions[2], spriteSheetAnimation.CurrentFrame);
|
||||
Assert.False(spriteSheetAnimation.IsComplete);
|
||||
Assert.False(isCompleteFired);
|
||||
|
||||
gameTime = new GameTime(TimeSpan.Zero, TimeSpan.FromSeconds(1));
|
||||
spriteSheetAnimation.Update(gameTime);
|
||||
|
||||
Assert.Equal(textureRegions[1], spriteSheetAnimation.CurrentFrame);
|
||||
Assert.False(spriteSheetAnimation.IsComplete);
|
||||
Assert.False(isCompleteFired);
|
||||
|
||||
gameTime = new GameTime(TimeSpan.Zero, TimeSpan.FromSeconds(1));
|
||||
spriteSheetAnimation.Update(gameTime);
|
||||
|
||||
Assert.Equal(textureRegions[0], spriteSheetAnimation.CurrentFrame);
|
||||
Assert.False(spriteSheetAnimation.IsComplete);
|
||||
Assert.False(isCompleteFired);
|
||||
|
||||
gameTime = new GameTime(TimeSpan.Zero, TimeSpan.FromSeconds(1));
|
||||
spriteSheetAnimation.Update(gameTime);
|
||||
|
||||
Assert.Equal(textureRegions[0], spriteSheetAnimation.CurrentFrame);
|
||||
Assert.True(spriteSheetAnimation.IsComplete);
|
||||
Assert.True(isCompleteFired);
|
||||
|
||||
isCompleteFired = false; // Reset isCompleteFired for next execution
|
||||
gameTime = new GameTime(TimeSpan.Zero, TimeSpan.FromSeconds(1));
|
||||
spriteSheetAnimation.Update(gameTime);
|
||||
|
||||
Assert.Equal(textureRegions[0], spriteSheetAnimation.CurrentFrame);
|
||||
Assert.True(spriteSheetAnimation.IsComplete);
|
||||
Assert.False(isCompleteFired); // Event is not fired again as animation was already completed
|
||||
}
|
||||
|
||||
[Theory]
|
||||
[InlineData(1, 0)]
|
||||
[InlineData(1, 0.9f)]
|
||||
[InlineData(0, 1f)]
|
||||
[InlineData(0, 1.9f)]
|
||||
[InlineData(1, 2f)]
|
||||
[InlineData(1, 2.9f)]
|
||||
[InlineData(0, 3f)]
|
||||
[InlineData(1, 4f)]
|
||||
[InlineData(0, 5f)]
|
||||
[InlineData(1, 6f)]
|
||||
[InlineData(0, 7f)]
|
||||
[InlineData(1, 8f)]
|
||||
public void Reversed_PingPong_Looping_SpriteSheetAnimation_Should_Return_Correct_Frame_And_Not_Complete(int expectedTextureRegionIndex, float time)
|
||||
{
|
||||
var textureRegion2D1 = new TextureRegion2D("Region 1", null, new Rectangle());
|
||||
var textureRegion2D2 = new TextureRegion2D("Region 2", null, new Rectangle());
|
||||
|
||||
var textureRegions = new[] { textureRegion2D1, textureRegion2D2 };
|
||||
|
||||
var spriteSheetAnimationData = new SpriteSheetAnimationData(
|
||||
new[] { 0, 1 },
|
||||
1,
|
||||
true,
|
||||
true,
|
||||
true
|
||||
);
|
||||
|
||||
var spriteSheetAnimation = new SpriteSheetAnimation("Test", textureRegions, spriteSheetAnimationData);
|
||||
var isCompleteFired = false;
|
||||
spriteSheetAnimation.OnCompleted += () => isCompleteFired = true;
|
||||
|
||||
spriteSheetAnimation.Play();
|
||||
var gameTime = new GameTime(TimeSpan.Zero, TimeSpan.FromSeconds(time));
|
||||
|
||||
spriteSheetAnimation.Update(gameTime);
|
||||
|
||||
Assert.Equal(textureRegions[expectedTextureRegionIndex], spriteSheetAnimation.CurrentFrame);
|
||||
Assert.False(spriteSheetAnimation.IsComplete);
|
||||
Assert.False(isCompleteFired);
|
||||
}
|
||||
|
||||
[Fact]
|
||||
public void Reversed_PingPong_Looping_SpriteSheetAnimation_Should_Return_Correct_Frame_And_Not_Complete_Over_Multiple_Updates()
|
||||
{
|
||||
var textureRegion2D1 = new TextureRegion2D("Region 1", null, new Rectangle());
|
||||
var textureRegion2D2 = new TextureRegion2D("Region 2", null, new Rectangle());
|
||||
|
||||
var textureRegions = new[] { textureRegion2D1, textureRegion2D2 };
|
||||
|
||||
var spriteSheetAnimationData = new SpriteSheetAnimationData(
|
||||
new[] { 0, 1 },
|
||||
1,
|
||||
true,
|
||||
true,
|
||||
true
|
||||
);
|
||||
|
||||
var spriteSheetAnimation = new SpriteSheetAnimation("Test", textureRegions, spriteSheetAnimationData);
|
||||
var isCompleteFired = false;
|
||||
spriteSheetAnimation.OnCompleted += () => isCompleteFired = true;
|
||||
|
||||
spriteSheetAnimation.Play();
|
||||
var gameTime = new GameTime(TimeSpan.Zero, TimeSpan.FromSeconds(0));
|
||||
spriteSheetAnimation.Update(gameTime);
|
||||
|
||||
Assert.Equal(textureRegions[1], spriteSheetAnimation.CurrentFrame);
|
||||
Assert.False(spriteSheetAnimation.IsComplete);
|
||||
Assert.False(isCompleteFired);
|
||||
|
||||
gameTime = new GameTime(TimeSpan.Zero, TimeSpan.FromSeconds(1));
|
||||
spriteSheetAnimation.Update(gameTime);
|
||||
|
||||
Assert.Equal(textureRegions[0], spriteSheetAnimation.CurrentFrame);
|
||||
Assert.False(spriteSheetAnimation.IsComplete);
|
||||
Assert.False(isCompleteFired);
|
||||
|
||||
gameTime = new GameTime(TimeSpan.Zero, TimeSpan.FromSeconds(1));
|
||||
spriteSheetAnimation.Update(gameTime);
|
||||
|
||||
Assert.Equal(textureRegions[1], spriteSheetAnimation.CurrentFrame);
|
||||
Assert.False(spriteSheetAnimation.IsComplete);
|
||||
Assert.False(isCompleteFired);
|
||||
|
||||
gameTime = new GameTime(TimeSpan.Zero, TimeSpan.FromSeconds(1));
|
||||
spriteSheetAnimation.Update(gameTime);
|
||||
|
||||
Assert.Equal(textureRegions[0], spriteSheetAnimation.CurrentFrame);
|
||||
Assert.False(spriteSheetAnimation.IsComplete);
|
||||
Assert.False(isCompleteFired);
|
||||
|
||||
gameTime = new GameTime(TimeSpan.Zero, TimeSpan.FromSeconds(1));
|
||||
spriteSheetAnimation.Update(gameTime);
|
||||
|
||||
Assert.Equal(textureRegions[1], spriteSheetAnimation.CurrentFrame);
|
||||
Assert.False(spriteSheetAnimation.IsComplete);
|
||||
Assert.False(isCompleteFired);
|
||||
|
||||
gameTime = new GameTime(TimeSpan.Zero, TimeSpan.FromSeconds(1));
|
||||
spriteSheetAnimation.Update(gameTime);
|
||||
|
||||
Assert.Equal(textureRegions[0], spriteSheetAnimation.CurrentFrame);
|
||||
Assert.False(spriteSheetAnimation.IsComplete);
|
||||
Assert.False(isCompleteFired);
|
||||
}
|
||||
|
||||
[Theory]
|
||||
[InlineData(1, 0.9f)]
|
||||
[InlineData(0, 1f)]
|
||||
[InlineData(0, 1.9f)]
|
||||
[InlineData(1, 2f)]
|
||||
[InlineData(1, 2.9f)]
|
||||
public void Reversed_PingPong_Non_Looping_SpriteSheetAnimation_Should_Return_Correct_Frame_And_Not_Complete(int expectedTextureRegionIndex, float time)
|
||||
{
|
||||
var textureRegion2D1 = new TextureRegion2D("Region 1", null, new Rectangle());
|
||||
var textureRegion2D2 = new TextureRegion2D("Region 2", null, new Rectangle());
|
||||
|
||||
var textureRegions = new[] { textureRegion2D1, textureRegion2D2 };
|
||||
|
||||
var spriteSheetAnimationData = new SpriteSheetAnimationData(
|
||||
new[] { 0, 1 },
|
||||
1,
|
||||
false,
|
||||
true,
|
||||
true
|
||||
);
|
||||
|
||||
var spriteSheetAnimation = new SpriteSheetAnimation("Test", textureRegions, spriteSheetAnimationData);
|
||||
var isCompleteFired = false;
|
||||
spriteSheetAnimation.OnCompleted += () => isCompleteFired = true;
|
||||
|
||||
spriteSheetAnimation.Play();
|
||||
var gameTime = new GameTime(TimeSpan.Zero, TimeSpan.FromSeconds(time));
|
||||
|
||||
spriteSheetAnimation.Update(gameTime);
|
||||
|
||||
Assert.Equal(textureRegions[expectedTextureRegionIndex], spriteSheetAnimation.CurrentFrame);
|
||||
Assert.False(spriteSheetAnimation.IsComplete);
|
||||
Assert.False(isCompleteFired);
|
||||
}
|
||||
|
||||
[Theory]
|
||||
[InlineData(1, 3f)]
|
||||
[InlineData(1, 4f)]
|
||||
[InlineData(1, 5f)]
|
||||
public void Reversed_PingPong_Non_Looping_SpriteSheetAnimation_Should_Return_Correct_Frame_And_Complete_When_AnimationDuration_Is_Reached(int expectedTextureRegionIndex, float time)
|
||||
{
|
||||
var textureRegion2D1 = new TextureRegion2D("Region 1", null, new Rectangle());
|
||||
var textureRegion2D2 = new TextureRegion2D("Region 2", null, new Rectangle());
|
||||
|
||||
var textureRegions = new[] { textureRegion2D1, textureRegion2D2 };
|
||||
|
||||
var spriteSheetAnimationData = new SpriteSheetAnimationData(
|
||||
new[] { 0, 1 },
|
||||
1,
|
||||
false,
|
||||
true,
|
||||
true
|
||||
);
|
||||
|
||||
var spriteSheetAnimation = new SpriteSheetAnimation("Test", textureRegions, spriteSheetAnimationData);
|
||||
var isCompleteFired = false;
|
||||
spriteSheetAnimation.OnCompleted += () => isCompleteFired = true;
|
||||
|
||||
spriteSheetAnimation.Play();
|
||||
var gameTime = new GameTime(TimeSpan.Zero, TimeSpan.FromSeconds(time));
|
||||
|
||||
spriteSheetAnimation.Update(gameTime);
|
||||
|
||||
Assert.Equal(textureRegions[expectedTextureRegionIndex], spriteSheetAnimation.CurrentFrame);
|
||||
Assert.True(spriteSheetAnimation.IsComplete);
|
||||
Assert.True(isCompleteFired);
|
||||
}
|
||||
|
||||
[Fact]
|
||||
public void Reversed_PingPong_Non_Looping_SpriteSheetAnimation_Should_Return_Correct_Frame_And_Complete_When_AnimationDuration_Is_Reached_Over_Multiple_Updates()
|
||||
{
|
||||
var textureRegion2D1 = new TextureRegion2D("Region 1", null, new Rectangle());
|
||||
var textureRegion2D2 = new TextureRegion2D("Region 2", null, new Rectangle());
|
||||
var textureRegion2D3 = new TextureRegion2D("Region 3", null, new Rectangle());
|
||||
|
||||
var textureRegions = new[] { textureRegion2D1, textureRegion2D2, textureRegion2D3 };
|
||||
|
||||
var spriteSheetAnimationData = new SpriteSheetAnimationData(
|
||||
new[] { 0, 1, 2 },
|
||||
1,
|
||||
false,
|
||||
true,
|
||||
true
|
||||
);
|
||||
|
||||
var spriteSheetAnimation = new SpriteSheetAnimation("Test", textureRegions, spriteSheetAnimationData);
|
||||
|
||||
var isCompleteFired = false;
|
||||
spriteSheetAnimation.OnCompleted += () => isCompleteFired = true;
|
||||
|
||||
spriteSheetAnimation.Play();
|
||||
|
||||
var gameTime = new GameTime(TimeSpan.Zero, TimeSpan.FromSeconds(0));
|
||||
spriteSheetAnimation.Update(gameTime);
|
||||
|
||||
Assert.Equal(textureRegions[2], spriteSheetAnimation.CurrentFrame);
|
||||
Assert.False(spriteSheetAnimation.IsComplete);
|
||||
Assert.False(isCompleteFired);
|
||||
|
||||
gameTime = new GameTime(TimeSpan.Zero, TimeSpan.FromSeconds(1));
|
||||
spriteSheetAnimation.Update(gameTime);
|
||||
|
||||
Assert.Equal(textureRegions[1], spriteSheetAnimation.CurrentFrame);
|
||||
Assert.False(spriteSheetAnimation.IsComplete);
|
||||
Assert.False(isCompleteFired);
|
||||
|
||||
gameTime = new GameTime(TimeSpan.Zero, TimeSpan.FromSeconds(1));
|
||||
spriteSheetAnimation.Update(gameTime);
|
||||
|
||||
Assert.Equal(textureRegions[0], spriteSheetAnimation.CurrentFrame);
|
||||
Assert.False(spriteSheetAnimation.IsComplete);
|
||||
Assert.False(isCompleteFired);
|
||||
|
||||
gameTime = new GameTime(TimeSpan.Zero, TimeSpan.FromSeconds(1));
|
||||
spriteSheetAnimation.Update(gameTime);
|
||||
|
||||
Assert.Equal(textureRegions[1], spriteSheetAnimation.CurrentFrame);
|
||||
Assert.False(spriteSheetAnimation.IsComplete);
|
||||
Assert.False(isCompleteFired);
|
||||
|
||||
gameTime = new GameTime(TimeSpan.Zero, TimeSpan.FromSeconds(1));
|
||||
spriteSheetAnimation.Update(gameTime);
|
||||
|
||||
Assert.Equal(textureRegions[2], spriteSheetAnimation.CurrentFrame);
|
||||
Assert.False(spriteSheetAnimation.IsComplete);
|
||||
Assert.False(isCompleteFired);
|
||||
|
||||
gameTime = new GameTime(TimeSpan.Zero, TimeSpan.FromSeconds(1));
|
||||
spriteSheetAnimation.Update(gameTime);
|
||||
|
||||
Assert.Equal(textureRegions[2], spriteSheetAnimation.CurrentFrame);
|
||||
Assert.True(spriteSheetAnimation.IsComplete);
|
||||
Assert.True(isCompleteFired);
|
||||
|
||||
isCompleteFired = false; // Reset isCompleteFired for next execution
|
||||
gameTime = new GameTime(TimeSpan.Zero, TimeSpan.FromSeconds(1));
|
||||
spriteSheetAnimation.Update(gameTime);
|
||||
|
||||
Assert.Equal(textureRegions[2], spriteSheetAnimation.CurrentFrame);
|
||||
Assert.True(spriteSheetAnimation.IsComplete);
|
||||
Assert.False(isCompleteFired); // Event is not fired again as animation was already completed
|
||||
}
|
||||
}
|
||||
}
|
||||
Reference in New Issue
Block a user