VPet/VPet-Simulator.Core/Graph/PNGAnimation.xaml.cs

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9.5 KiB
C#
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using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using System.Threading.Tasks;
using System.IO;
using System.Windows.Controls;
using System.Windows.Data;
using System.Windows.Documents;
using System.Windows.Input;
using System.Windows.Media;
using System.Windows.Media.Imaging;
using System.Windows.Navigation;
using System.Windows.Shapes;
using System.Windows;
using static System.Net.WebRequestMethods;
using System.Windows.Threading;
using System.Threading;
namespace VPet_Simulator.Core
{
/// <summary>
/// PNGAnimation.xaml 的交互逻辑
/// </summary>
public partial class PNGAnimation : UserControl, IGraph
{
/// <summary>
/// 所有动画帧
/// </summary>
public List<Animation> Animations;
/// <summary>
/// 当前动画播放状态
/// </summary>
public bool PlayState { get; set; } = false;
/// <summary>
/// 当前动画是否执行ENDACTION
/// </summary>
private bool DoEndAction = true;
/// <summary>
/// 是否循环播放
/// </summary>
public bool IsLoop { get; set; }
/// <summary>
/// 是否循环播放
/// </summary>
public bool IsContinue { get; set; } = false;
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///// <summary>
///// 是否重置状态从0开始播放
///// </summary>
//public bool IsResetPlay { get; set; } = false;
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///// <summary>//经过测试,储存到内存好处多多,不储存也要占用很多内存,干脆存了吧
///// 是否储存到内存以支持快速显示
///// </summary>
//public bool StoreMemory { get; private set; }
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public UIElement This => this;
public Save.ModeType ModeType { get; private set; }
public GraphCore.GraphType GraphType { get; private set; }
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/// <summary>
/// 动画停止时运行的方法
/// </summary>
private Action StopAction;
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int nowid;
/// <summary>
/// 新建 PNG 动画
/// </summary>
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/// <param name="paths">文件夹位置</param>
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/// <param name="isLoop">是否循环</param>
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public PNGAnimation(FileInfo[] paths, Save.ModeType modetype, GraphCore.GraphType graphtype, bool isLoop = false)
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{
InitializeComponent();
Animations = new List<Animation>();
IsLoop = isLoop;
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//StoreMemory = storemem;
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GraphType = graphtype;
ModeType = modetype;
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//if (storemem)
foreach (var file in paths)
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{
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int time = int.Parse(file.Name.Split('.').Reverse().ToArray()[1].Split('_').Last());
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var img = new Image()
{
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Source = new BitmapImage(new Uri(file.FullName)),
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Visibility = Visibility.Hidden
};
MainGrid.Children.Add(img);
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Animations.Add(new Animation(this, time, () => img.Visibility = Visibility.Visible, () => img.Visibility = Visibility.Hidden));
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}
//else
//{
// Image[] imgs = new Image[3];
// imgs[0] = new Image()
// {
// Visibility = Visibility.Hidden
// };
// imgs[1] = new Image()
// {
// Visibility = Visibility.Hidden
// };
// imgs[2] = new Image()
// {
// Visibility = Visibility.Hidden
// };
// int time = int.Parse(paths[0].Name.Split('.').Reverse().ToArray()[1].Split('_').Last());
// //第一张图:有专门自己的图层
// var img = new Image()
// {
// Source = new BitmapImage(new Uri(paths[0].FullName)),
// Visibility = Visibility.Hidden
// };
// MainGrid.Children.Add(img);
// MainGrid.Children.Add(imgs[0]);
// MainGrid.Children.Add(imgs[1]);
// MainGrid.Children.Add(imgs[2]);
// Animations.Add(new Animation(this, time, () =>
// {
// img.Visibility = Visibility.Visible;
// imgs[1].Source = new BitmapImage(new Uri(paths[1].FullName));
// }, () => img.Visibility = Visibility.Hidden));
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// int last = paths.Count() - 1;
// for (int i = 1; i < last; i++)
// {
// time = int.Parse(paths[i].Name.Split('.').Reverse().ToArray()[1].Split('_').Last());
// var im1 = imgs[i % 3];
// var im2 = imgs[(i + 1) % 3];
// var st3 = paths[i + 1].FullName;
// Animations.Add(new Animation(this, time, () =>
// {
// im1.Visibility = Visibility.Visible;
// im2.Source = new BitmapImage(new Uri(st3));
// }, () => im1.Visibility = Visibility.Hidden));
// }
// //最后一张图: 不处理下一张图的imgsSources
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// time = int.Parse(paths[last].Name.Split('.').Reverse().ToArray()[1].Split('_').Last());
// Animations.Add(new Animation(this, time, () => imgs[last % 3].Visibility = Visibility.Visible
// , () => imgs[last % 3].Visibility = Visibility.Hidden));
//}
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}
/// <summary>
/// 单帧动画
/// </summary>
public class Animation
{
private PNGAnimation parent;
/// <summary>
/// 显示
/// </summary>
public Action Visible;
/// <summary>
/// 隐藏
/// </summary>
public Action Hidden;
/// <summary>
/// 帧时间
/// </summary>
public int Time;
public Animation(PNGAnimation parent, int time, Action visible, Action hidden)
{
this.parent = parent;
Time = time;
Visible = visible;
Hidden = hidden;
}
/// <summary>
/// 运行该图层
/// </summary>
public void Run(Action EndAction = null)
{
//先显示该图层
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parent.Dispatcher.Invoke(Visible);
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//然后等待帧时间毫秒
Thread.Sleep(Time);
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//判断是否要下一步
if (parent.PlayState)
{
if (++parent.nowid >= parent.Animations.Count)
if (parent.IsLoop)
parent.nowid = 0;
else if (parent.IsContinue)
{
parent.IsContinue = false;
parent.nowid = 0;
}
else
{
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//parent.endwilldo = () => parent.Dispatcher.Invoke(Hidden);
//parent.Dispatcher.Invoke(Hidden);
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parent.PlayState = false;
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if (parent.DoEndAction)
EndAction?.Invoke();//运行结束动画时事件
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parent.StopAction?.Invoke();
parent.StopAction = null;
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//延时隐藏
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Task.Run(() =>
{
Thread.Sleep(25);
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parent.Dispatcher.Invoke(Hidden);
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});
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return;
}
//要下一步,现在就隐藏图层
//隐藏该图层
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parent.Dispatcher.Invoke(Hidden);
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parent.Animations[parent.nowid].Run(EndAction);
return;
}
else
{
parent.IsContinue = false;
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parent.Dispatcher.Invoke(Hidden);
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if (parent.DoEndAction)
EndAction?.Invoke();//运行结束动画时事件
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parent.StopAction?.Invoke();
parent.StopAction = null;
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//Task.Run(() =>
//{
// Thread.Sleep(25);
// parent.Dispatcher.Invoke(Hidden);
//});
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}
}
}
/// <summary>
/// 从0开始运行该动画
/// </summary>
public void Run(Action EndAction = null)
{
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//if(endwilldo != null && nowid != Animations.Count)
//{
// endwilldo.Invoke();
// endwilldo = null;
//}
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if (PlayState)
{//如果当前正在运行,重置状态
//IsResetPlay = true;
Stop(true);
StopAction = () => Run(EndAction);
return;
}
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nowid = 0;
PlayState = true;
DoEndAction = true;
new Thread(() => Animations[0].Run(EndAction)).Start();
}
public void Stop(bool StopEndAction = false)
{
DoEndAction = !StopEndAction;
PlayState = false;
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//IsResetPlay = false;
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}
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}
}