57f020afb8
git-svn-id: svn+ssh://src.earth.threerings.net/nenya/trunk@970 ed5b42cb-e716-0410-a449-f6a68f950b19
143 lines
4.6 KiB
ActionScript
143 lines
4.6 KiB
ActionScript
//
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// Nenya library - tools for developing networked games
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// Copyright (C) 2002-2010 Three Rings Design, Inc., All Rights Reserved
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// http://www.threerings.net/code/nenya/
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//
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// This library is free software; you can redistribute it and/or modify it
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// under the terms of the GNU Lesser General Public License as published
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// by the Free Software Foundation; either version 2.1 of the License, or
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// (at your option) any later version.
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//
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// This library is distributed in the hope that it will be useful,
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// but WITHOUT ANY WARRANTY; without even the implied warranty of
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// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
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// Lesser General Public License for more details.
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//
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// You should have received a copy of the GNU Lesser General Public
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// License along with this library; if not, write to the Free Software
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// Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
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package com.threerings.cast {
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import com.threerings.util.Hashable;
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import com.threerings.util.Equalable;
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import com.threerings.util.Set;
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import com.threerings.util.StringUtil;
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/**
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* The character component represents a single component that can be composited with other
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* character components to generate an image representing a complete character displayable in any
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* of the eight compass directions as detailed in the {@link Sprite} class direction constants.
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*/
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public class CharacterComponent
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implements Equalable, Hashable
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{
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/** The unique component identifier. */
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public var componentId :int;
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/** The component's name. */
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public var name :String;
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/** The class of components to which this one belongs. */
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public var componentClass :ComponentClass;
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/**
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* Constructs a character component with the specified id of the specified class.
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*/
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public function CharacterComponent (
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componentId :int, name :String, compClass :ComponentClass, fprov :FrameProvider)
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{
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this.componentId = componentId;
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this.name = name;
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this.componentClass = compClass;
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_frameProvider = fprov;
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}
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public function setFrameProvider (frameProvider :FrameProvider) :void
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{
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_frameProvider = frameProvider;
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// Notify them all and clear our list.
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for each (var func :Function in _notifyOnLoad) {
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func(this);
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}
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_notifyOnLoad = [];
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}
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/**
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* Returns the render priority appropriate for this component at the specified action and
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* orientation.
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*/
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public function getRenderPriority (action :String, orientation :int) :int
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{
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return componentClass.getRenderPriority(action, name, orientation);
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}
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/**
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* Returns the image frames for the specified action animation or null if no animation for the
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* specified action is available for this component.
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*
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* @param type null for the normal action frames or one of the custom action sub-types:
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* {@link StandardActions#SHADOW_TYPE}, etc.
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*/
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public function getFrames (action :String, type :String) :ActionFrames
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{
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return isLoaded() ? _frameProvider.getFrames(this, action, type) : null;
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}
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/**
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* Returns the path to the image frames for the specified action animation or null if no
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* animation for the specified action is available for this component.
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*
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* @param type null for the normal action frames or one of the custom action sub-types:
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* {@link StandardActions#SHADOW_TYPE}, etc.
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*
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* @param existentPaths the set of all paths for which there are valid frames.
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*/
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public function getFramePath (action :String, type :String, existentPaths :Set) :String
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{
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return _frameProvider.getFramePath(this, action, type, existentPaths);
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}
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public function equals (other :Object) :Boolean
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{
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if (other is CharacterComponent) {
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return componentId == (CharacterComponent(other)).componentId;
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} else {
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return false;
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}
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}
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public function hashCode () :int
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{
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return componentId;
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}
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public function toString () :String
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{
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return StringUtil.simpleToString(this);
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}
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public function isLoaded () :Boolean
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{
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return _frameProvider != null;
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}
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public function notifyOnLoad (func :Function) :void
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{
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if (isLoaded()) {
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func(this);
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} else {
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_notifyOnLoad.push(func);
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}
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}
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/** The entity from which we obtain our animation frames. */
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protected var _frameProvider :FrameProvider;
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/** Everyone who cares when we're loaded. */
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protected var _notifyOnLoad :Array = [];
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}
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} |