Initial commit: OpenRA game engine
Fork from OpenRA/OpenRA with one-click launch script (start-ra.cmd) Co-Authored-By: Claude Opus 4.5 <noreply@anthropic.com>
This commit is contained in:
259
OpenRA.Game/Graphics/Animation.cs
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259
OpenRA.Game/Graphics/Animation.cs
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#region Copyright & License Information
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/*
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* Copyright (c) The OpenRA Developers and Contributors
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* This file is part of OpenRA, which is free software. It is made
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* available to you under the terms of the GNU General Public License
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* as published by the Free Software Foundation, either version 3 of
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* the License, or (at your option) any later version. For more
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* information, see COPYING.
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*/
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#endregion
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using System;
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using System.Collections.Immutable;
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using System.Linq;
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using OpenRA.Primitives;
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using OpenRA.Support;
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namespace OpenRA.Graphics
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{
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public class Animation
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{
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public ISpriteSequence CurrentSequence { get; private set; }
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public string Name { get; private set; }
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public bool IsDecoration { get; set; }
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readonly Map map;
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readonly SequenceSet sequences;
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readonly Func<WAngle> facingFunc;
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readonly Func<bool> paused;
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int frame;
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bool backwards;
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bool tickAlways;
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int timeUntilNextFrame;
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Action tickFunc;
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public Animation(World world, string name)
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: this(world, name, () => WAngle.Zero) { }
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public Animation(World world, string name, Func<WAngle> facingFunc)
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: this(world, name, facingFunc, null) { }
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public Animation(World world, string name, Func<bool> paused)
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: this(world, name, () => WAngle.Zero, paused) { }
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public Animation(World world, string name, Func<WAngle> facingFunc, Func<bool> paused)
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{
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map = world.Map;
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sequences = world.Map.Sequences;
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Name = name.ToLowerInvariant();
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this.facingFunc = facingFunc;
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this.paused = paused;
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}
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public int CurrentFrame => backwards ? CurrentSequence.Length - frame - 1 : frame;
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public Sprite Image => CurrentSequence.GetSprite(CurrentFrame, facingFunc());
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public IRenderable[] Render(WPos pos, in WVec offset, int zOffset, PaletteReference palette)
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{
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var tintModifiers = CurrentSequence.IgnoreWorldTint ? TintModifiers.IgnoreWorldTint : TintModifiers.None;
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var alpha = CurrentSequence.GetAlpha(CurrentFrame);
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var (image, rotation) = CurrentSequence.GetSpriteWithRotation(CurrentFrame, facingFunc());
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var imageRenderable = new SpriteRenderable(
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image, pos, offset, CurrentSequence.ZOffset + zOffset, palette,
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CurrentSequence.Scale, alpha, float3.Ones, tintModifiers, IsDecoration, rotation);
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var shadow = CurrentSequence.GetShadow(CurrentFrame, facingFunc());
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if (shadow != null)
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{
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var height = map.DistanceAboveTerrain(pos).Length;
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var shadowRenderable = new SpriteRenderable(
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shadow, pos, offset - new WVec(0, 0, height), CurrentSequence.ShadowZOffset + zOffset + height, palette,
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CurrentSequence.Scale, 1f, float3.Ones, tintModifiers,
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true, rotation);
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return [shadowRenderable, imageRenderable];
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}
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return [imageRenderable];
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}
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public IRenderable[] RenderUI(WorldRenderer wr, int2 pos, in WVec offset, int zOffset, PaletteReference palette, float scale = 1f, float rotation = 0f)
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{
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scale *= CurrentSequence.Scale;
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var screenOffset = (scale * wr.ScreenVectorComponents(offset)).XY.ToInt2();
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var imagePos = pos + screenOffset - new int2((int)(scale * Image.Size.X / 2), (int)(scale * Image.Size.Y / 2));
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var alpha = CurrentSequence.GetAlpha(CurrentFrame);
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var imageRenderable = new UISpriteRenderable(Image, WPos.Zero + offset, imagePos, CurrentSequence.ZOffset + zOffset, palette, scale, alpha, rotation);
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var shadow = CurrentSequence.GetShadow(CurrentFrame, facingFunc());
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if (shadow != null)
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{
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var shadowPos = pos - new int2((int)(scale * shadow.Size.X / 2), (int)(scale * shadow.Size.Y / 2));
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var shadowRenderable = new UISpriteRenderable(shadow, WPos.Zero + offset, shadowPos, CurrentSequence.ShadowZOffset + zOffset, palette, scale, 1f, rotation);
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return [shadowRenderable, imageRenderable];
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}
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return [imageRenderable];
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}
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public Rectangle ScreenBounds(WorldRenderer wr, WPos pos, in WVec offset)
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{
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var scale = CurrentSequence.Scale;
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var xy = wr.ScreenPxPosition(pos) + wr.ScreenPxOffset(offset);
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var cb = CurrentSequence.Bounds;
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return Rectangle.FromLTRB(
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xy.X + (int)(cb.Left * scale),
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xy.Y + (int)(cb.Top * scale),
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xy.X + (int)(cb.Right * scale),
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xy.Y + (int)(cb.Bottom * scale));
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}
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public IRenderable[] Render(WPos pos, PaletteReference palette)
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{
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return Render(pos, WVec.Zero, 0, palette);
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}
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public void Play(string sequenceName)
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{
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PlayThen(sequenceName, null);
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}
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int CurrentSequenceTickOrDefault()
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{
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const int DefaultTick = 40; // 25 fps == 40 ms
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return CurrentSequence?.Tick ?? DefaultTick;
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}
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void PlaySequence(string sequenceName)
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{
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CurrentSequence = GetSequence(sequenceName);
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timeUntilNextFrame = CurrentSequenceTickOrDefault();
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}
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public void PlayRepeating(string sequenceName)
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{
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backwards = false;
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tickAlways = false;
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PlaySequence(sequenceName);
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frame = 0;
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tickFunc = () =>
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{
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++frame;
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if (frame >= CurrentSequence.Length)
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frame = 0;
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};
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}
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public bool ReplaceAnim(string sequenceName)
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{
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if (!HasSequence(sequenceName))
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return false;
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CurrentSequence = GetSequence(sequenceName);
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timeUntilNextFrame = Math.Min(CurrentSequenceTickOrDefault(), timeUntilNextFrame);
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frame %= CurrentSequence.Length;
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return true;
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}
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public void PlayThen(string sequenceName, Action after)
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{
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backwards = false;
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tickAlways = false;
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PlaySequence(sequenceName);
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frame = 0;
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tickFunc = () =>
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{
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++frame;
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if (frame >= CurrentSequence.Length)
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{
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frame = CurrentSequence.Length - 1;
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tickFunc = null;
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after?.Invoke();
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}
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};
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}
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public void PlayBackwardsThen(string sequenceName, Action after)
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{
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PlayThen(sequenceName, after);
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backwards = true;
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}
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public void PlayFetchIndex(string sequenceName, Func<int> func)
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{
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backwards = false;
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tickAlways = true;
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PlaySequence(sequenceName);
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frame = func();
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tickFunc = () => frame = func();
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}
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public void PlayFetchDirection(string sequenceName, Func<int> direction)
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{
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tickAlways = false;
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PlaySequence(sequenceName);
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frame = 0;
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tickFunc = () =>
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{
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var d = direction();
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if (d > 0 && ++frame >= CurrentSequence.Length)
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frame = 0;
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if (d < 0 && --frame < 0)
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frame = CurrentSequence.Length - 1;
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};
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}
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public void Tick()
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{
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if (paused == null || !paused())
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Tick(40); // tick one frame
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}
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public void Tick(int t)
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{
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if (tickAlways)
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tickFunc?.Invoke();
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else
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{
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timeUntilNextFrame -= t;
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while (timeUntilNextFrame <= 0)
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{
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tickFunc?.Invoke();
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timeUntilNextFrame += CurrentSequenceTickOrDefault();
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}
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}
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}
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public void ChangeImage(string newImage, string newAnimIfMissing)
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{
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newImage = newImage.ToLowerInvariant();
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if (Name != newImage)
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{
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Name = newImage;
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if (!ReplaceAnim(CurrentSequence.Name))
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ReplaceAnim(newAnimIfMissing);
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}
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}
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public bool HasSequence(string seq) { return sequences.HasSequence(Name, seq); }
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public ISpriteSequence GetSequence(string sequenceName)
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{
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return sequences.GetSequence(Name, sequenceName);
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}
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public string GetRandomExistingSequence(ImmutableArray<string> sequences, MersenneTwister random)
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{
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return sequences.Where(HasSequence).RandomOrDefault(random);
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}
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}
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}
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