mirror of
https://github.com/AlexMacocian/MonoGame.Extended.git
synced 2026-07-24 03:56:31 +00:00
64 lines
2.8 KiB
C#
64 lines
2.8 KiB
C#
//using System.Collections.Generic;
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//using Microsoft.Xna.Framework.Content;
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//using MonoGame.Extended.Content;
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//using MonoGame.Extended.TextureAtlases;
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//namespace MonoGame.Extended.Animations.SpriteSheets
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//{
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//<<<<<<< HEAD
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// //public class SpriteSheetAnimationFactoryReader : ContentTypeReader<SpriteSheetAnimationFactory>
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// //{
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// // protected override SpriteSheetAnimationFactory Read(ContentReader reader, SpriteSheetAnimationFactory existingInstance)
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// // {
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// // var textureAtlasAssetName = reader.GetRelativeAssetName(reader.ReadString());
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// // var textureAtlas = reader.ContentManager.Load<TextureAtlas>(textureAtlasAssetName);
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// // var frameCount = reader.ReadInt32();
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// // var regions = new List<TextureRegion2D>();
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//=======
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// public class SpriteSheetAnimationFactoryReader : ContentTypeReader<SpriteSheetAnimationFactory>
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// {
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// protected override SpriteSheetAnimationFactory Read(ContentReader reader, SpriteSheetAnimationFactory existingInstance)
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// {
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// var relativeName = reader.ReadString();
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// var textureAtlasAssetName = reader.GetRelativeAssetName(relativeName);
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// var textureAtlas = reader.ContentManager.Load<TextureAtlas>(textureAtlasAssetName);
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// var frameCount = reader.ReadInt32();
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// var regions = new List<TextureRegion2D>();
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//>>>>>>> develop
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// // for (var i = 0; i < frameCount; i++)
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// // {
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// // var frameName = reader.ReadString();
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// // var textureRegion = textureAtlas[frameName];
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// // regions.Add(textureRegion);
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// // }
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// // var animationFactory = new SpriteSheetAnimationFactory(regions);
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// // var animationCount = reader.ReadInt32();
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// // for (var i = 0; i < animationCount; i++)
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// // {
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// // var name = reader.ReadString();
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// // var framesPerSecond = reader.ReadInt32();
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// // var isLooping = reader.ReadBoolean();
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// // var isReversed = reader.ReadBoolean();
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// // var isPingPong = reader.ReadBoolean();
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// // var frameDuration = 1.0f / framesPerSecond;
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// // var frameIndexCount = reader.ReadInt32();
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// // var frameIndicies = new int[frameIndexCount];
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// // for (var f = 0; f < frameIndexCount; f++)
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// // {
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// // var frameIndex = reader.ReadInt32();
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// // frameIndicies[f] = frameIndex;
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// // }
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// // var animationData = new SpriteSheetAnimationData(frameIndicies, frameDuration, isLooping, isReversed,
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// // isPingPong);
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// // animationFactory.Add(name, animationData);
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// // }
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// // return animationFactory;
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// // }
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// //}
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//} |