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https://git.huckle.dev/Huckles-Minecraft-Archive/PCK-Studio.git
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127 lines
5.3 KiB
C#
127 lines
5.3 KiB
C#
using System;
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using System.Collections.Generic;
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using System.Drawing;
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using System.IO;
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using System.Linq;
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using System.Text;
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using System.Threading.Tasks;
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using System.Xml.Linq;
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using PckStudio.Core.Extensions;
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using PckStudio.Interfaces;
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namespace PckStudio.Core
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{
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public sealed class ArmorSetDescription
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{
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private static readonly Dictionary<string, ArmorSetDescription> _pathLookUp = new Dictionary<string, ArmorSetDescription>();
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private static readonly string _resourcePath = ResourceLocations.GetFromCategory(ResourceCategory.ArmorTextures).FullPath;
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public static ArmorSetDescription Empty = new ArmorSetDescription(string.Empty, 0, 0);
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public const string CLOTH = "cloth";
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public const string CHAIN = "chain";
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public const string IRON = "iron";
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public const string GOLD = "gold";
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public const string DIAMOND = "diamond";
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public const string TURTLE = "turtle";
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public static ArmorSetDescription Leather = new ArmorSetDescription(CLOTH, layerCount: 1);
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public static ArmorSetDescription Chain = new ArmorSetDescription(CHAIN);
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public static ArmorSetDescription Iron = new ArmorSetDescription(IRON);
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public static ArmorSetDescription Gold = new ArmorSetDescription(GOLD);
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public static ArmorSetDescription Diamond = new ArmorSetDescription(DIAMOND);
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public static ArmorSetDescription Turtle = new ArmorSetDescription(TURTLE, textureCount: 1);
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public string Name { get; }
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public int LayerCount { get; }
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public int TextureCount { get; }
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public int AssetCount { get; }
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public bool IsEmpty => this == Empty;
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private ArmorSetDescription(string name, int layerCount = 0, int textureCount = 2)
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{
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Name = name;
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if (string.IsNullOrEmpty(name) && layerCount == 0 && textureCount == 0)
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return;
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LayerCount = Math.Min(Math.Max(layerCount, 0), ('z' - 'b'));
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TextureCount = Math.Max(textureCount, 1);
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AssetCount = (LayerCount + 1) * TextureCount;
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_pathLookUp.Add(name, this);
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foreach (var path in GetArmorNames())
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{
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_pathLookUp.Add(path, this);
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}
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}
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public static ArmorSetDescription GetFromAssetName(string name)
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{
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return _pathLookUp.ContainsKey(name ?? string.Empty) ? _pathLookUp[name] : Empty;
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}
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public string[] GetAssetPaths() => GetArmorNames().Select(name => Path.Combine($"{_resourcePath}/", name)).ToArray();
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public string[] GetArmorNames()
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{
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if (AssetCount <= 0)
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return Array.Empty<string>();
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string[] result = new string[AssetCount];
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for (int i = 0; i < TextureCount; i++)
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{
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string assetPath = $"{Name}_{i + 1}";
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result[i * (LayerCount + 1)] = assetPath;
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for (int j = 0; j < LayerCount; j++)
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{
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result[i * TextureCount + 1 + j] = $"{assetPath}_{Convert.ToChar('b' + j)}";
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}
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}
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return result;
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}
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public static IEnumerable<NamedData<Image>> GetArmorSetTextures(ArmorSet armorSet)
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{
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if (!_pathLookUp.TryGetValue(armorSet.Name, out ArmorSetDescription armorSetDescription))
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return Enumerable.Empty<NamedData<Image>>();
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IEnumerable<NamedData<Image>> textures = armorSet.BaseTexture.Split(new Size(armorSet.BaseTexture.Width, armorSet.BaseTexture.Height / 2), ImageLayoutDirection.Horizontal)
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.Select((e, i) => new NamedData<Image>($"{armorSet.Name}_{i + 1}", e));
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if (armorSetDescription.LayerCount > 0 && armorSet.Layer is not null)
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{
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textures = textures.Concat(armorSet.Layer.Split(new Size(armorSet.Layer.Width, armorSet.Layer.Height / 2), ImageLayoutDirection.Horizontal)
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.Select((e, i) => new NamedData<Image>($"{armorSet.Name}_{i + 1}_{Convert.ToChar('b')}", e)));
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}
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if (armorSet.Name == TURTLE)
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return textures.Take(1);
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return textures;
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}
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public ArmorSet GetArmorSet(ITryGet<string, Image> tryGetTexture)
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{
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Image baseTexture = default;
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Image overlayTexture = default;
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string[] assetPaths = GetAssetPaths();
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if (TextureCount < 2 && tryGetTexture.TryGet(assetPaths[0], out Image t0))
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{
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return new ArmorSet(Name, t0.Combine(t0, ImageLayoutDirection.Vertical), overlayTexture);
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}
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for (int i = 0; i < TextureCount / 2; i++)
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{
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if (tryGetTexture.TryGet(assetPaths[i + 0], out Image t1) &&
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tryGetTexture.TryGet(assetPaths[i + 1], out Image t2))
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{
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baseTexture = t1.Combine(t2, ImageLayoutDirection.Vertical);
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}
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}
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if (LayerCount > 0 &&
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tryGetTexture.TryGet(assetPaths[2], out Image t3) &&
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tryGetTexture.TryGet(assetPaths[3], out Image t4))
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{
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overlayTexture = t3.Combine(t4, ImageLayoutDirection.Vertical);
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}
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return new ArmorSet(Name, baseTexture, overlayTexture);
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}
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}
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}
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