mirror of
https://github.com/AlexMacocian/MonoGame.Extended.git
synced 2026-07-24 20:12:23 +00:00
* started refactoring for gui windows * a bit more work on gui windows * fixed some bugs and broken build stuff * fixed some bugs in gui controls * a little code cleanup * got gui dialogs positioning and experimenting with named styles by type * apply control styles directly in the constructor of controls * got everything compiling again * all gui controls have skinnable constructors * rework uniform grid desired size calculations * turns out gui layouts are complicated * include pdb files in nuget packages * fixed a bug in find nearest glyph * custom control styling * added a range constructor overload that takes one value * rethinking control desired size behaviour * made particle emitters more editable at runtime * moved the auto trigger code to the particle effect instead of the emitters * tweaks * changed the particle modifer interface to an abstract base with an optional name * changed the particle modifer interface to an abstract base with an optional name * an attempt at creating a gui combo box * rolled back the nested control experiment * pretty good (but not perfect) combo boxes * tweaks * name property bindings on lists * removed and cleaned up the hacks from the gui combo box * minor combo box styling tweaks * minor bug fix in gui combo box * experiments with data binding * fixed a mistake on the texture region service interface * working on the ability to serialize particles * finished particle serialization * more robust range deserialization * added editor browable attributes * fixed some broken demos * made the particle modifiers editable at runtime * fixed some issues with particle serialization * fixed some issues with interpolators
50 lines
1.9 KiB
C#
50 lines
1.9 KiB
C#
using System;
|
|
using System.Collections.Generic;
|
|
using System.Collections.ObjectModel;
|
|
using Microsoft.Xna.Framework;
|
|
using Microsoft.Xna.Framework.Content;
|
|
|
|
namespace MonoGame.Extended.Tiled
|
|
{
|
|
public class TiledMapTilesetAnimatedTile : TiledMapTilesetTile
|
|
{
|
|
private readonly List<TiledMapTilesetTileAnimationFrame> _animationFrames =
|
|
new List<TiledMapTilesetTileAnimationFrame>();
|
|
|
|
private int _frameIndex;
|
|
private TimeSpan _timer;
|
|
|
|
public ReadOnlyCollection<TiledMapTilesetTileAnimationFrame> AnimationFrames { get; }
|
|
public TiledMapTilesetTileAnimationFrame CurrentAnimationFrame { get; private set; }
|
|
|
|
internal TiledMapTilesetAnimatedTile(TiledMapTileset tileset, ContentReader input, int localTileIdentifier, int animationFramesCount)
|
|
: base(localTileIdentifier,input)
|
|
{
|
|
AnimationFrames = new ReadOnlyCollection<TiledMapTilesetTileAnimationFrame>(_animationFrames);
|
|
_timer = TimeSpan.Zero;
|
|
|
|
for (var i = 0; i < animationFramesCount; i++)
|
|
{
|
|
var localTileIdentifierForFrame = input.ReadInt32();
|
|
var frameDurationInMilliseconds = input.ReadInt32();
|
|
var tileSetTileFrame = new TiledMapTilesetTileAnimationFrame(tileset, localTileIdentifierForFrame, frameDurationInMilliseconds);
|
|
_animationFrames.Add(tileSetTileFrame);
|
|
CurrentAnimationFrame = AnimationFrames[0];
|
|
}
|
|
}
|
|
|
|
public void Update(GameTime gameTime)
|
|
{
|
|
if (_animationFrames.Count == 0)
|
|
return;
|
|
|
|
_timer += gameTime.ElapsedGameTime;
|
|
if (_timer <= CurrentAnimationFrame.Duration)
|
|
return;
|
|
|
|
_timer -= CurrentAnimationFrame.Duration;
|
|
_frameIndex = (_frameIndex + 1) % AnimationFrames.Count;
|
|
CurrentAnimationFrame = AnimationFrames[_frameIndex];
|
|
}
|
|
}
|
|
} |