Add AssetManager.cs
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d638fa585a
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5 changed files with 40 additions and 2 deletions
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using System.Collections.Generic;
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namespace ZoFo.GameCore.GameManagers.AssetsManager;
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public class AssetContainer
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{
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public List<string> Animations;
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public string IdleAnimation;
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}
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16
ZoFo/GameCore/GameManagers/AssetsManager/AssetManager.cs
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16
ZoFo/GameCore/GameManagers/AssetsManager/AssetManager.cs
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namespace ZoFo.GameCore.GameManagers.AssetsManager;
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public static class AssetManager
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{
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public static AssetContainer Zombie = new()
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{
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Animations = { "zombie_damaged", "zombie_walk", "zombie_idle", "zombie_attack", "zombie_death" },
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IdleAnimation = "zombie_walk"
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};
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public static AssetContainer Player = new()
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{
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Animations = { "player_look_down" },
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IdleAnimation = "player_look_down"
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};
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}
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@ -5,13 +5,14 @@ using System.Linq;
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using System.Text;
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using System.Text;
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using System.Threading.Tasks;
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using System.Threading.Tasks;
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using ZoFo.GameCore.GameManagers;
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using ZoFo.GameCore.GameManagers;
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using ZoFo.GameCore.GameManagers.AssetsManager;
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using ZoFo.GameCore.Graphics;
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using ZoFo.GameCore.Graphics;
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namespace ZoFo.GameCore.GameObjects.Entities.LivingEntities.Enemies
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namespace ZoFo.GameCore.GameObjects.Entities.LivingEntities.Enemies
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{
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{
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class Zombie : Enemy
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class Zombie : Enemy
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{
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{
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public override GraphicsComponent graphicsComponent { get; } = new AnimatedGraphicsComponent(new List<string> { "zombie_damaged","zombie_walk","zombie_idle","zombie_attack","zombie_death" }, "zombie_walk");
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public override GraphicsComponent graphicsComponent { get; } = new AnimatedGraphicsComponent(AssetManager.Zombie);
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public Zombie(Vector2 position) : base(position)
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public Zombie(Vector2 position) : base(position)
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{
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{
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health = 5;
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health = 5;
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@ -4,6 +4,7 @@ using System;
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using System.Collections.Generic;
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using System.Collections.Generic;
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using Microsoft.Xna.Framework.Input;
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using Microsoft.Xna.Framework.Input;
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using ZoFo.GameCore.GameManagers;
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using ZoFo.GameCore.GameManagers;
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using ZoFo.GameCore.GameManagers.AssetsManager;
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using ZoFo.GameCore.GameManagers.CollisionManager;
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using ZoFo.GameCore.GameManagers.CollisionManager;
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using ZoFo.GameCore.GameManagers.NetworkManager.Updates.ClientToServer;
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using ZoFo.GameCore.GameManagers.NetworkManager.Updates.ClientToServer;
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using ZoFo.GameCore.GameManagers.NetworkManager.Updates.ServerToClient;
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using ZoFo.GameCore.GameManagers.NetworkManager.Updates.ServerToClient;
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@ -21,7 +22,7 @@ public class Player : LivingEntity
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public bool IsTryingToShoot { get; set; }
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public bool IsTryingToShoot { get; set; }
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private float speed;
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private float speed;
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private int health;
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private int health;
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public override GraphicsComponent graphicsComponent { get; } = new AnimatedGraphicsComponent(new List<string> { "player_look_down" }, "player_look_down");
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public override GraphicsComponent graphicsComponent { get; } = new AnimatedGraphicsComponent(AssetManager.Player);
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private LootData lootData;
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private LootData lootData;
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public Player(Vector2 position) : base(position)
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public Player(Vector2 position) : base(position)
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{
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{
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@ -4,6 +4,7 @@ using System.Linq;
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using Microsoft.Xna.Framework;
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using Microsoft.Xna.Framework;
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using Microsoft.Xna.Framework.Graphics;
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using Microsoft.Xna.Framework.Graphics;
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using ZoFo.GameCore.GameManagers;
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using ZoFo.GameCore.GameManagers;
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using ZoFo.GameCore.GameManagers.AssetsManager;
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using ZoFo.GameCore.GUI;
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using ZoFo.GameCore.GUI;
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namespace ZoFo.GameCore.Graphics
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namespace ZoFo.GameCore.Graphics
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@ -60,7 +61,17 @@ namespace ZoFo.GameCore.Graphics
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private int interval;
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private int interval;
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private int lastInterval;
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private int lastInterval;
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private Rectangle sourceRectangle;
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private Rectangle sourceRectangle;
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public AnimatedGraphicsComponent(AssetContainer asset)
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{
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Build(asset.Animations, asset.IdleAnimation);
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}
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public AnimatedGraphicsComponent(List<string> animationsId, string neitralAnimationId)
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public AnimatedGraphicsComponent(List<string> animationsId, string neitralAnimationId)
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{
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Build(animationsId, neitralAnimationId);
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}
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private void Build(List<string> animationsId, string neitralAnimationId)
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{
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{
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//this._spriteBatch = _spriteBatch;
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//this._spriteBatch = _spriteBatch;
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currentFrame = 0;
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currentFrame = 0;
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