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37 lines
1.3 KiB
C#
37 lines
1.3 KiB
C#
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using System.Collections.Generic;
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using ProjectZ.InGame.GameObjects.Base.Components;
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using ProjectZ.InGame.GameObjects.Base.Pools;
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using ProjectZ.InGame.Map;
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namespace ProjectZ.InGame.GameObjects.Base.Systems
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{
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class SystemAnimation
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{
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public ComponentPool Pool;
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private readonly List<GameObject> _objectList = new List<GameObject>();
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public void Update(bool dialogOpen)
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{
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_objectList.Clear();
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Pool.GetComponentList(_objectList,
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(int)((MapManager.Camera.X - Game1.RenderWidth / 2) / MapManager.Camera.Scale),
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(int)((MapManager.Camera.Y - Game1.RenderHeight / 2) / MapManager.Camera.Scale),
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(int)(Game1.RenderWidth / MapManager.Camera.Scale),
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(int)(Game1.RenderHeight / MapManager.Camera.Scale), BaseAnimationComponent.Mask);
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foreach (var gameObject in _objectList)
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{
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if (!gameObject.IsActive)
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continue;
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var animationComponent = (gameObject.Components[BaseAnimationComponent.Index]) as BaseAnimationComponent;
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// update the animation
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if (!dialogOpen || animationComponent.UpdateWithOpenDialog)
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animationComponent.UpdateAnimation();
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}
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}
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}
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}
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