mirror of
https://github.com/AlexMacocian/MonoGame.Extended.git
synced 2026-07-15 15:09:29 +00:00
8850875fb4
* Moved `TextureRegion2D` and `NinePatchRegion2D` into Graphics namespace These are used for more than just texture atlas related things and are primarly for working with `Texture2D` instances and creating sub textures from them. Moving them to Graphics namespace where `Texture2D` lives in MonoGame * Dropped the `2D` suffix from `TextureRegion2D` and `NinePatchRegion2D` * Moved `RectanglExtensions` to project root This moves the extensions for `Rectangle` to the same relative namespace location as `Rectangle` is in MonoGame. * Renamed to `Rectangle.Extensions.cs` * Separate `Rectangle` from `RectangleF` extensions * Added `GetRelativeRectangle` method * Updated documentation * Added `GetRelativeRectangle` method * Updated documentation * Top-level namespace * Remove whitespace * Move properties up * Top-level namespace * Don't recreate structs for `Bounds` and Size` By having the property return a new struct, this allocates on the stack during situations like a loop during draw. * Size should be `Size` not `SizeF` value Textures deal in pixels (ints not floats) * Removed setter for `Texture` property Texture should not be set after region is created * Added UV properties * Refactor constructors * Added documentation * Added license header * Make it an actual extension method * Added `GetSubRegion` extension methods for `TextureRegion` * Update documentation about ObjectDisposedException * Move const values to top * Resolve errors from`TextureRegion` refactor * Update unit tests for TextureRegion refactor * Started NinePatch rework * Refactored NinePatch * Update for texture region constructor change * Remove ninepatch from atlas * Moved `TextureAtlasExtensions` into `SpriteBatch.Extensions` These are extension methods for the sprite batch * Updated to use new `DrawTextureRegion` method after rename * Renamed to NinePatchJsonConverter * Removed `GetRegion<T>` TextureAtlas no longer contains nine patch regions, so this method isn't needed * Update after `NinePatchRegion2DJsonConverter` name change * Resolve errors from NinePatch refactor * TextureAtlas rework * Renamed `TextureRegion` to `Texture2DRegion` * Moved ContentReaders to new Content\ContentReaders directory * Moved TextureAtlasJsonConvert to Serialization directory * Adjusted name from `Texture*` to `Texture2D*` * Update runtimereader and runtimettype strings
912 lines
38 KiB
C#
912 lines
38 KiB
C#
using System;
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using Microsoft.Xna.Framework;
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using MonoGame.Extended.Graphics;
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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 Texture2DRegion("Region 1", new Rectangle());
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var textureRegion2D2 = new Texture2DRegion("Region 2", 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 Texture2DRegion("Region 1", new Rectangle());
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var textureRegion2D2 = new Texture2DRegion("Region 2", 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 Texture2DRegion("Region 1", new Rectangle());
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var textureRegion2D2 = new Texture2DRegion("Region 2", 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 Texture2DRegion("Region 1", new Rectangle());
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var textureRegion2D2 = new Texture2DRegion("Region 2", 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 Texture2DRegion("Region 1", new Rectangle());
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var textureRegion2D2 = new Texture2DRegion("Region 2", 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 Texture2DRegion("Region 1", new Rectangle());
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var textureRegion2D2 = new Texture2DRegion("Region 2", 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 Texture2DRegion("Region 1", new Rectangle());
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var textureRegion2D2 = new Texture2DRegion("Region 2", 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 Texture2DRegion("Region 1", new Rectangle());
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var textureRegion2D2 = new Texture2DRegion("Region 2", 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 Texture2DRegion("Region 1", new Rectangle());
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var textureRegion2D2 = new Texture2DRegion("Region 2", 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.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 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 Texture2DRegion("Region 1", new Rectangle());
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var textureRegion2D2 = new Texture2DRegion("Region 2", 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(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[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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Assert.Equal(textureRegions[0], 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(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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[InlineData(0, 6f)]
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[InlineData(1, 7f)]
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[InlineData(0, 8f)]
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public void PingPong_Looping_SpriteSheetAnimation_Should_Return_Correct_Frame_And_Not_Complete(int expectedTextureRegionIndex, float time)
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{
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var textureRegion2D1 = new Texture2DRegion("Region 1", new Rectangle());
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var textureRegion2D2 = new Texture2DRegion("Region 2", 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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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);
|
|
|
|
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 Texture2DRegion("Region 1", new Rectangle());
|
|
var textureRegion2D2 = new Texture2DRegion("Region 2", 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 Texture2DRegion("Region 1", new Rectangle());
|
|
var textureRegion2D2 = new Texture2DRegion("Region 2", 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 Texture2DRegion("Region 1", new Rectangle());
|
|
var textureRegion2D2 = new Texture2DRegion("Region 2", 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 Texture2DRegion("Region 1", new Rectangle());
|
|
var textureRegion2D2 = new Texture2DRegion("Region 2", new Rectangle());
|
|
var textureRegion2D3 = new Texture2DRegion("Region 3", 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 Texture2DRegion("Region 1", new Rectangle());
|
|
var textureRegion2D2 = new Texture2DRegion("Region 2", 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 Texture2DRegion("Region 1", new Rectangle());
|
|
var textureRegion2D2 = new Texture2DRegion("Region 2", 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 Texture2DRegion("Region 1", new Rectangle());
|
|
var textureRegion2D2 = new Texture2DRegion("Region 2", 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 Texture2DRegion("Region 1", new Rectangle());
|
|
var textureRegion2D2 = new Texture2DRegion("Region 2", 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 Texture2DRegion("Region 1", new Rectangle());
|
|
var textureRegion2D2 = new Texture2DRegion("Region 2", new Rectangle());
|
|
var textureRegion2D3 = new Texture2DRegion("Region 3", 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
|
|
}
|
|
}
|
|
}
|