117 lines
3.1 KiB
C#
117 lines
3.1 KiB
C#
using System;
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using Microsoft.Xna.Framework;
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using Microsoft.Xna.Framework.Graphics;
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using Syntriax.Engine.Core;
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using Syntriax.Engine.Core.Abstract;
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using Syntriax.Engine.Graphics.TwoDimensional.Abstract;
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namespace Syntriax.Engine.Graphics.TwoDimensional;
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public class DisplayableSpriteBehaviour : Behaviour, IDisplayableSprite, IAssignableSprite
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{
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public Action<IAssignableSprite>? OnSpriteAssigned { get; set; } = null;
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public Action<IDisplayableSprite>? OnSpriteEffectsChanged { get; set; } = null;
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public Action<IDisplayableSprite>? OnOriginChanged { get; set; } = null;
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public Action<IDisplayableSprite>? OnColorChanged { get; set; } = null;
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public Action<IDisplayableSprite>? OnDepthChanged { get; set; } = null;
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private ISprite _sprite = null!;
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private Color _color = Color.White;
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private float _depth = 0f;
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private SpriteEffects _spriteEffects = SpriteEffects.None;
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private Vector2 _origin = Vector2.One * .5f;
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public ISprite Sprite => _sprite;
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public SpriteEffects SpriteEffects
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{
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get => _spriteEffects;
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set
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{
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if (_spriteEffects == value)
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return;
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_spriteEffects = value;
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OnSpriteEffectsChanged?.Invoke(this);
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}
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}
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public Vector2 Origin
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{
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get => _origin;
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set
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{
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if (_origin == value)
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return;
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_origin = value;
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OnOriginChanged?.Invoke(this);
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}
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}
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public Color Color
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{
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get => _color;
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set
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{
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if (_color == value)
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return;
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_color = value;
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OnColorChanged?.Invoke(this);
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}
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}
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public float Depth
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{
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get => _depth;
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set
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{
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if (_depth == value)
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return;
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_depth = value;
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OnDepthChanged?.Invoke(this);
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}
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}
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public void Draw(SpriteBatch spriteBatch)
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{
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if (!BehaviourController.GameObject.StateEnable.Enabled || !StateEnable.Enabled)
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return;
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ITransform transform = BehaviourController.GameObject.Transform;
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Vector2 position = transform.Position;
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Vector2 scale = transform.Scale;
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Rectangle rectangle = new Rectangle((int)position.X, -(int)position.Y, (int)(Sprite.Texture2D.Width * scale.X), (int)(Sprite.Texture2D.Height * scale.Y));
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spriteBatch.Draw(Sprite.Texture2D, rectangle, null, Color, transform.Rotation, Origin, SpriteEffects, Depth);
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}
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public bool Assign(ISprite sprite)
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{
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_sprite = sprite;
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OnSpriteAssigned?.Invoke(this);
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return true;
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}
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public DisplayableSpriteBehaviour() => OnUnassigned += OnUnassign;
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public DisplayableSpriteBehaviour(
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Color? color = null,
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float? depth = null,
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SpriteEffects? spriteEffects = null,
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Vector2? origin = null)
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{
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OnUnassigned += OnUnassign;
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_color = color ?? _color;
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_depth = depth ?? _depth;
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_spriteEffects = spriteEffects ?? _spriteEffects;
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_origin = origin ?? _origin;
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}
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private void OnUnassign(IAssignable assignable) => _sprite = null!;
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}
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