Files
MonoGame.Extended/source/MonoGame.Extended.Tiled/Renderers/TiledMapAnimatedLayerModel.cs
T
2024-05-18 19:59:41 -04:00

33 lines
1.5 KiB
C#

using Microsoft.Xna.Framework.Graphics;
using System;
namespace MonoGame.Extended.Tiled.Renderers
{
public sealed class TiledMapAnimatedLayerModel : TiledMapLayerModel
{
public TiledMapAnimatedLayerModel(GraphicsDevice graphicsDevice, Texture2D texture, VertexPositionTexture[] vertices, ushort[] indices, TiledMapTilesetAnimatedTile[] animatedTilesetTiles, TiledMapTileFlipFlags[] animatedTilesetTileFlipFlags)
: base(graphicsDevice, texture, vertices, indices)
{
Vertices = vertices;
AnimatedTilesetTiles = animatedTilesetTiles;
_animatedTilesetFlipFlags = animatedTilesetTileFlipFlags;
}
public VertexPositionTexture[] Vertices { get; }
public TiledMapTilesetAnimatedTile[] AnimatedTilesetTiles { get; }
private readonly TiledMapTileFlipFlags[] _animatedTilesetFlipFlags;
public ReadOnlySpan<TiledMapTileFlipFlags> AnimatedTilesetFlipFlags => _animatedTilesetFlipFlags;
protected override VertexBuffer CreateVertexBuffer(GraphicsDevice graphicsDevice, int vertexCount)
{
return new DynamicVertexBuffer(graphicsDevice, VertexPositionTexture.VertexDeclaration, vertexCount, BufferUsage.WriteOnly);
}
protected override IndexBuffer CreateIndexBuffer(GraphicsDevice graphicsDevice, int indexCount)
{
return new DynamicIndexBuffer(graphicsDevice, IndexElementSize.SixteenBits, indexCount, BufferUsage.WriteOnly); ;
}
}
}