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

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8.7 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;
/// <summary>
/// 是否储存到内存以支持快速显示
/// </summary>
public bool StoreMemory { get; private set; }
public UIElement This => this;
public Save.ModeType ModeType { get; private set; }
public GraphCore.GraphType GraphType { get; private set; }
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private Action endwilldo;
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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>
/// <param name="storemem">是否储存到内存以支持快速显示</param>
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public PNGAnimation(FileInfo[] paths, Save.ModeType modetype, GraphCore.GraphType graphtype, bool storemem = false, bool isLoop = false)
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{
InitializeComponent();
Animations = new List<Animation>();
IsLoop = isLoop;
StoreMemory = storemem;
GraphType = graphtype;
ModeType = modetype;
if (storemem)
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foreach (var file in paths)
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{
int time = int.Parse(file.Name.Split('.').Reverse().ToArray()[1].Split('_').Last());
var img = new Image()
{
Source = new BitmapImage(new Uri(file.FullName)),
Visibility = Visibility.Hidden
};
MainGrid.Children.Add(img);
Animations.Add(new Animation(this, time, () =>
{
img.Visibility = Visibility.Visible;
}, () => img.Visibility = Visibility.Hidden));
}
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
};
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int time = int.Parse(paths[0].Name.Split('.').Reverse().ToArray()[1].Split('_').Last());
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//第一张图:有专门自己的图层
var img = new Image()
{
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Source = new BitmapImage(new Uri(paths[0].FullName)),
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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;
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imgs[1].Source = new BitmapImage(new Uri(paths[1].FullName));
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}, () => img.Visibility = Visibility.Hidden));
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int last = paths.Count() - 1;
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for (int i = 1; i < last; i++)
{
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time = int.Parse(paths[i].Name.Split('.').Reverse().ToArray()[1].Split('_').Last());
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var im1 = imgs[i % 3];
var im2 = imgs[(i + 1) % 3];
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var st3 = paths[i + 1].FullName;
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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());
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Animations.Add(new Animation(this, time, () => imgs[last % 3].Visibility = Visibility.Visible
, () => imgs[last % 3].Visibility = Visibility.Hidden));
}
}
/// <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
parent.Dispatcher.Invoke(Visible);
//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);
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if (parent.DoEndAction)
EndAction?.Invoke();//运行结束动画时事件
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//重新加载第一帧
//Task.Run(() =>
//{
// Thread.Sleep(25);
// parent.Dispatcher.Invoke(Hidden);
//});
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return;
}
//要下一步,现在就隐藏图层
//隐藏该图层
parent.Dispatcher.Invoke(Hidden);
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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//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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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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}
}