mirror of
https://git.do.srb2.org/STJr/UltimateZoneBuilder.git
synced 2024-12-18 08:01:36 +00:00
15b2adfe30
Fixed, Texture Browser Form: well, I broke "Tab" key functionality again (in previous commit)... Maintenance: changed curly braces style to match DB2 one (hopefully not breaking anything in the process...). Maintenance: changed private method names casing to match DB2 one.
731 lines
21 KiB
C#
731 lines
21 KiB
C#
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#region ================== Copyright (c) 2007 Pascal vd Heiden
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/*
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* Copyright (c) 2007 Pascal vd Heiden, www.codeimp.com
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* This program is released under GNU General Public License
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*
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* This program 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
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* GNU General Public License for more details.
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*
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*/
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#endregion
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#region ================== Namespaces
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using System;
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using System.Collections.Generic;
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using System.Globalization;
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using CodeImp.DoomBuilder.Config;
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#endregion
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namespace CodeImp.DoomBuilder.ZDoom
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{
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public sealed class ActorStructure
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{
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#region ================== Constants
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private readonly string[] SPRITE_POSTFIXES = new[] {"2C8", "2D8", "2A8", "2B8", "1C1", "1D1", "1A1", "1B1", "A2", "A1", "A0", "2", "1", "0" };
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internal const string ACTOR_CLASS_SPECIAL_TOKENS = ":{}\n;,"; //mxd
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#endregion
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#region ================== Variables
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// Declaration
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private string classname;
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private string inheritclass;
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private string replaceclass;
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private int doomednum = -1;
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// Inheriting
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private ActorStructure baseclass;
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private bool skipsuper;
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// Flags
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private Dictionary<string, bool> flags;
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// Properties
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private Dictionary<string, List<string>> props;
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private List<string> userVars; //mxd
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// States
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private Dictionary<string, StateStructure> states;
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#endregion
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#region ================== Properties
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public Dictionary<string, bool> Flags { get { return flags; } }
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public Dictionary<string, List<string>> Properties { get { return props; } }
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public string ClassName { get { return classname; } }
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public string InheritsClass { get { return inheritclass; } }
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public string ReplacesClass { get { return replaceclass; } }
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public ActorStructure BaseClass { get { return baseclass; } }
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public int DoomEdNum { get { return doomednum; } }
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public List<string> UserVars { get { return userVars; } } //mxd
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#endregion
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#region ================== Constructor / Disposer
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// Constructor
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internal ActorStructure(DecorateParser parser)
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{
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// Initialize
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flags = new Dictionary<string, bool>(StringComparer.Ordinal);
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props = new Dictionary<string, List<string>>(StringComparer.Ordinal);
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states = new Dictionary<string, StateStructure>(StringComparer.Ordinal);
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userVars = new List<string>();//mxd
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bool done = false; //mxd
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// Always define a game property, but default to 0 values
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props["game"] = new List<string>();
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inheritclass = "actor";
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replaceclass = null;
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baseclass = null;
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skipsuper = false;
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// First next token is the class name
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parser.SkipWhitespace(true);
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classname = parser.StripTokenQuotes(parser.ReadToken(ACTOR_CLASS_SPECIAL_TOKENS));
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if(string.IsNullOrEmpty(classname))
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{
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parser.ReportError("Expected actor class name");
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return;
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}
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// Parse tokens before entering the actor scope
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while(parser.SkipWhitespace(true))
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{
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string token = parser.ReadToken();
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if(!string.IsNullOrEmpty(token))
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{
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token = token.ToLowerInvariant();
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switch (token)
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{
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case ":":
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// The next token must be the class to inherit from
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parser.SkipWhitespace(true);
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inheritclass = parser.StripTokenQuotes(parser.ReadToken());
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if(string.IsNullOrEmpty(inheritclass) || parser.IsSpecialToken(inheritclass))
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{
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parser.ReportError("Expected class name to inherit from");
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return;
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}
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// Find the actor to inherit from
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baseclass = parser.GetArchivedActorByName(inheritclass);
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break;
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case "replaces":
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// The next token must be the class to replace
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parser.SkipWhitespace(true);
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replaceclass = parser.StripTokenQuotes(parser.ReadToken());
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if(string.IsNullOrEmpty(replaceclass) || parser.IsSpecialToken(replaceclass))
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{
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parser.ReportError("Expected class name to replace");
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return;
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}
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break;
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case "native":
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// Igore this token
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break;
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case "{":
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// Actor scope begins here,
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// break out of this parse loop
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done = true;
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break;
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case "-":
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// This could be a negative doomednum (but our parser sees the - as separate token)
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// So read whatever is after this token and ignore it (negative doomednum indicates no doomednum)
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parser.ReadToken();
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break;
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default:
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//mxd. Property begins with $? Then the whole line is a single value
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if(token.StartsWith("$"))
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{
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// This is for editor-only properties such as $sprite and $category
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props[token] = new List<string> { (parser.SkipWhitespace(false) ? parser.ReadLine() : "") };
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}
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else if(!int.TryParse(token, NumberStyles.Integer, CultureInfo.InvariantCulture, out doomednum)) // Check if numeric
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{
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// Not numeric!
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parser.ReportError("Expected editor thing number or start of actor scope while parsing '" + classname + "'");
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return;
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}
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break;
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}
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if (done) break; //mxd
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}
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else
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{
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parser.ReportError("Unexpected end of structure");
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return;
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}
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}
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// Now parse the contents of actor structure
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string previoustoken = "";
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done = false; //mxd
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while(parser.SkipWhitespace(true))
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{
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string token = parser.ReadToken();
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token = token.ToLowerInvariant();
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switch (token)
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{
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case "+":
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case "-":
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// Next token is a flag (option) to set or remove
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bool flagvalue = (token == "+");
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parser.SkipWhitespace(true);
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string flagname = parser.ReadToken();
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if (!string.IsNullOrEmpty(flagname))
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{
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// Add the flag with its value
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flagname = flagname.ToLowerInvariant();
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flags[flagname] = flagvalue;
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}
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else
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{
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parser.ReportError("Expected flag name");
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return;
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}
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break;
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case "action":
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case "native":
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// We don't need this, ignore up to the first next ;
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while (parser.SkipWhitespace(true))
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{
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string t = parser.ReadToken();
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if ((t == ";") || (t == null))
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break;
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}
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break;
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case "skip_super":
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skipsuper = true;
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break;
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case "states":
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// Now parse actor states until we reach the end of the states structure
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while (parser.SkipWhitespace(true))
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{
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string statetoken = parser.ReadToken();
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if (!string.IsNullOrEmpty(statetoken))
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{
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// Start of scope?
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if (statetoken == "{")
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{
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// This is fine
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}
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// End of scope?
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else if (statetoken == "}")
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{
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// Done with the states,
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// break out of this parse loop
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break;
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}
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// State label?
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else if (statetoken == ":")
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{
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if (!string.IsNullOrEmpty(previoustoken))
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{
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// Parse actor state
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StateStructure st = new StateStructure(this, parser);
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if (parser.HasError) return;
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states[previoustoken.ToLowerInvariant()] = st;
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}
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else
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{
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parser.ReportError("Unexpected end of structure");
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return;
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}
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}
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else
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{
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// Keep token
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previoustoken = statetoken;
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}
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}
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else
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{
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parser.ReportError("Unexpected end of structure");
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return;
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}
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}
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break;
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case "var": //mxd
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while (parser.SkipWhitespace(true))
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{
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string t = parser.ReadToken();
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if ((t == ";") || (t == null)) break;
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if (t.StartsWith("user_") && !userVars.Contains(t))
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userVars.Add(t);
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}
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break;
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case "}":
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// Actor scope ends here,
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// break out of this parse loop
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done = true;
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break;
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// Monster property?
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case "monster":
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// This sets certain flags we are interested in
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flags["shootable"] = true;
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flags["countkill"] = true;
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flags["solid"] = true;
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flags["canpushwalls"] = true;
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flags["canusewalls"] = true;
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flags["activatemcross"] = true;
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flags["canpass"] = true;
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flags["ismonster"] = true;
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break;
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// Projectile property?
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case "projectile":
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// This sets certain flags we are interested in
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flags["noblockmap"] = true;
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flags["nogravity"] = true;
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flags["dropoff"] = true;
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flags["missile"] = true;
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flags["activateimpact"] = true;
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flags["activatepcross"] = true;
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flags["noteleport"] = true;
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break;
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// Clearflags property?
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case "clearflags":
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// Clear all flags
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flags.Clear();
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break;
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// Game property?
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case "game":
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// Include all tokens on the same line
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List<string> games = new List<string>();
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while (parser.SkipWhitespace(false))
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{
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string v = parser.ReadToken();
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if (v == null)
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{
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parser.ReportError("Unexpected end of structure");
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return;
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}
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if (v == "\n") break;
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if (v == "}") return; //mxd
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if (v != ",") games.Add(v.ToLowerInvariant());
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}
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props[token] = games;
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break;
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// Property
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default:
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// Property begins with $? Then the whole line is a single value
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if (token.StartsWith("$"))
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{
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// This is for editor-only properties such as $sprite and $category
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props[token] = new List<string> { (parser.SkipWhitespace(false) ? parser.ReadLine() : "") };
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}
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else
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{
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// Next tokens up until the next newline are values
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List<string> values = new List<string>();
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while (parser.SkipWhitespace(false))
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{
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string v = parser.ReadToken();
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if (v == null)
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{
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parser.ReportError("Unexpected end of structure");
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return;
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}
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if (v == "\n") break;
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if (v == "}") return; //mxd
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if (v != ",") values.Add(v);
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}
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props[token] = values;
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}
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break;
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}
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if (done) break; //mxd
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// Keep token
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previoustoken = token;
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}
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//mxd. Check if baseclass is valid
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if(inheritclass != "actor" && doomednum > -1 && baseclass == null)
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{
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//check if this class inherits from a class defined in game configuration
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Dictionary<int, ThingTypeInfo> things = General.Map.Config.GetThingTypes();
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inheritclass = inheritclass.ToLowerInvariant();
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foreach(KeyValuePair<int, ThingTypeInfo> ti in things)
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{
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if(ti.Value.ClassName == inheritclass)
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{
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//states
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if(states.Count == 0 && !string.IsNullOrEmpty(ti.Value.Sprite))
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states.Add("spawn", new StateStructure(ti.Value.Sprite.Substring(0, 4)));
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//flags
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if(ti.Value.Hangs && !flags.ContainsKey("spawnceiling"))
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flags["spawnceiling"] = true;
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if(ti.Value.Blocking > 0 && !flags.ContainsKey("solid"))
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flags["solid"] = true;
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//properties
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if(!props.ContainsKey("height"))
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props["height"] = new List<string>() { ti.Value.Height.ToString() };
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if(!props.ContainsKey("radius"))
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props["radius"] = new List<string>() { ti.Value.Radius.ToString() };
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return;
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}
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}
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General.ErrorLogger.Add(ErrorType.Warning, "Unable to find the DECORATE class '" + inheritclass + "' to inherit from, while parsing '" + classname + ":" + doomednum + "'");
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}
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}
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// Disposer
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public void Dispose()
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{
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baseclass = null;
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flags = null;
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props = null;
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states = null;
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}
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#endregion
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#region ================== Methods
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/// <summary>
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/// This checks if the actor has a specific property.
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/// </summary>
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public bool HasProperty(string propname)
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{
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if(props.ContainsKey(propname))
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return true;
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else if(!skipsuper && (baseclass != null))
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return baseclass.HasProperty(propname);
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else
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return false;
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}
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/// <summary>
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/// This checks if the actor has a specific property with at least one value.
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/// </summary>
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public bool HasPropertyWithValue(string propname)
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{
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if(props.ContainsKey(propname) && (props[propname].Count > 0))
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return true;
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else if(!skipsuper && (baseclass != null))
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return baseclass.HasPropertyWithValue(propname);
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else
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return false;
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}
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/// <summary>
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/// This returns values of a specific property as a complete string. Returns an empty string when the propery has no values.
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/// </summary>
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public string GetPropertyAllValues(string propname)
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{
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if(props.ContainsKey(propname) && (props[propname].Count > 0))
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return string.Join(" ", props[propname].ToArray());
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else if(!skipsuper && (baseclass != null))
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return baseclass.GetPropertyAllValues(propname);
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else
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return "";
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}
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/// <summary>
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/// This returns a specific value of a specific property as a string. Returns an empty string when the propery does not have the specified value.
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/// </summary>
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public string GetPropertyValueString(string propname, int valueindex)
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{
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if(props.ContainsKey(propname) && (props[propname].Count > valueindex))
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return props[propname][valueindex];
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else if(!skipsuper && (baseclass != null))
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return baseclass.GetPropertyValueString(propname, valueindex);
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else
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return "";
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}
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/// <summary>
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/// This returns a specific value of a specific property as an integer. Returns 0 when the propery does not have the specified value.
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/// </summary>
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public int GetPropertyValueInt(string propname, int valueindex)
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{
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string str = GetPropertyValueString(propname, valueindex);
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int intvalue;
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if(int.TryParse(str, NumberStyles.Integer, CultureInfo.InvariantCulture, out intvalue))
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return intvalue;
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return 0;
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}
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/// <summary>
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/// This returns a specific value of a specific property as a float. Returns 0.0f when the propery does not have the specified value.
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/// </summary>
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public float GetPropertyValueFloat(string propname, int valueindex)
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{
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string str = GetPropertyValueString(propname, valueindex);
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float fvalue;
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if(float.TryParse(str, NumberStyles.Float, CultureInfo.InvariantCulture, out fvalue))
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return fvalue;
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return 0.0f;
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}
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/// <summary>
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/// This returns the status of a flag.
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/// </summary>
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public bool HasFlagValue(string flag)
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{
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if(flags.ContainsKey(flag))
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return true;
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if(!skipsuper && (baseclass != null))
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return baseclass.HasFlagValue(flag);
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return false;
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}
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/// <summary>
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/// This returns the status of a flag.
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/// </summary>
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public bool GetFlagValue(string flag, bool defaultvalue)
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{
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if(flags.ContainsKey(flag))
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return flags[flag];
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if(!skipsuper && (baseclass != null))
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return baseclass.GetFlagValue(flag, defaultvalue);
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return defaultvalue;
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}
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/// <summary>
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/// This checks if a state has been defined.
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/// </summary>
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public bool HasState(string statename)
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{
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if(states.ContainsKey(statename))
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return true;
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if(!skipsuper && (baseclass != null))
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return baseclass.HasState(statename);
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return false;
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}
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/// <summary>
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/// This returns a specific state, or null when the state can't be found.
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/// </summary>
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public StateStructure GetState(string statename)
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{
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if(states.ContainsKey(statename))
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return states[statename];
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if(!skipsuper && (baseclass != null))
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return baseclass.GetState(statename);
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return null;
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}
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/// <summary>
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/// This creates a list of all states, also those inherited from the base class.
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/// </summary>
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public Dictionary<string, StateStructure> GetAllStates()
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{
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Dictionary<string, StateStructure> list = new Dictionary<string, StateStructure>(states);
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if(!skipsuper && (baseclass != null))
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{
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Dictionary<string, StateStructure> baselist = baseclass.GetAllStates();
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foreach(KeyValuePair<string, StateStructure> s in baselist)
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if(!list.ContainsKey(s.Key)) list.Add(s.Key, s.Value);
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}
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return list;
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}
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/// <summary>
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/// This checks if this actor is meant for the current decorate game support
|
|
/// </summary>
|
|
public bool CheckActorSupported()
|
|
{
|
|
// Check if we want to include this actor
|
|
string includegames = General.Map.Config.DecorateGames.ToLowerInvariant();
|
|
bool includeactor = (props["game"].Count == 0);
|
|
foreach(string g in props["game"])
|
|
includeactor |= includegames.Contains(g);
|
|
|
|
return includeactor;
|
|
}
|
|
|
|
/// <summary>
|
|
/// This finds the best suitable sprite to use when presenting this actor to the user.
|
|
/// </summary>
|
|
public string FindSuitableSprite()
|
|
{
|
|
string result = string.Empty;
|
|
|
|
// Sprite forced?
|
|
if(HasPropertyWithValue("$sprite"))
|
|
{
|
|
return GetPropertyValueString("$sprite", 0);
|
|
}
|
|
else
|
|
{
|
|
// Try the idle state
|
|
if(HasState("idle"))
|
|
{
|
|
StateStructure s = GetState("idle");
|
|
string spritename = s.GetSprite(0);
|
|
if(!string.IsNullOrEmpty(spritename))
|
|
result = spritename;
|
|
}
|
|
|
|
// Try the see state
|
|
if(string.IsNullOrEmpty(result) && HasState("see"))
|
|
{
|
|
StateStructure s = GetState("see");
|
|
string spritename = s.GetSprite(0);
|
|
if(!string.IsNullOrEmpty(spritename))
|
|
result = spritename;
|
|
}
|
|
|
|
// Try the inactive state
|
|
if(string.IsNullOrEmpty(result) && HasState("inactive"))
|
|
{
|
|
StateStructure s = GetState("inactive");
|
|
string spritename = s.GetSprite(0);
|
|
if(!string.IsNullOrEmpty(spritename))
|
|
result = spritename;
|
|
}
|
|
|
|
// Try the spawn state
|
|
if(string.IsNullOrEmpty(result) && HasState("spawn"))
|
|
{
|
|
StateStructure s = GetState("spawn");
|
|
string spritename = s.GetSprite(0);
|
|
if(!string.IsNullOrEmpty(spritename))
|
|
result = spritename;
|
|
}
|
|
|
|
// Still no sprite found? then just pick the first we can find
|
|
if(string.IsNullOrEmpty(result))
|
|
{
|
|
Dictionary<string, StateStructure> list = GetAllStates();
|
|
foreach(StateStructure s in list.Values)
|
|
{
|
|
string spritename = s.GetSprite(0);
|
|
if(!string.IsNullOrEmpty(spritename))
|
|
{
|
|
result = spritename;
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
|
|
if(!string.IsNullOrEmpty(result))
|
|
{
|
|
// The sprite name is not actually complete, we still have to append
|
|
// the direction characters to it. Find an existing sprite with direction.
|
|
foreach(string postfix in SPRITE_POSTFIXES)
|
|
{
|
|
if(General.Map.Data.GetSpriteExists(result + postfix))
|
|
return result + postfix;
|
|
}
|
|
}
|
|
}
|
|
|
|
// No sprite found
|
|
return string.Empty;
|
|
}
|
|
|
|
//mxd.
|
|
///TODO: rewrite this
|
|
public string FindSuitableVoxel(Dictionary<string, bool> voxels)
|
|
{
|
|
string result = string.Empty;
|
|
|
|
// Try the idle state
|
|
if(HasState("idle"))
|
|
{
|
|
StateStructure s = GetState("idle");
|
|
string spritename = s.GetSprite(0);
|
|
if(!string.IsNullOrEmpty(spritename)) result = spritename;
|
|
}
|
|
|
|
// Try the see state
|
|
if(string.IsNullOrEmpty(result) && HasState("see"))
|
|
{
|
|
StateStructure s = GetState("see");
|
|
string spritename = s.GetSprite(0);
|
|
if(!string.IsNullOrEmpty(spritename)) result = spritename;
|
|
}
|
|
|
|
// Try the inactive state
|
|
if(string.IsNullOrEmpty(result) && HasState("inactive"))
|
|
{
|
|
StateStructure s = GetState("inactive");
|
|
string spritename = s.GetSprite(0);
|
|
if(!string.IsNullOrEmpty(spritename)) result = spritename;
|
|
}
|
|
|
|
// Try the spawn state
|
|
if(string.IsNullOrEmpty(result) && HasState("spawn"))
|
|
{
|
|
StateStructure s = GetState("spawn");
|
|
string spritename = s.GetSprite(0);
|
|
if(!string.IsNullOrEmpty(spritename)) result = spritename;
|
|
}
|
|
|
|
// Still no sprite found? then just pick the first we can find
|
|
if(string.IsNullOrEmpty(result))
|
|
{
|
|
Dictionary<string, StateStructure> list = GetAllStates();
|
|
foreach(StateStructure s in list.Values)
|
|
{
|
|
string spritename = s.GetSprite(0);
|
|
if(!string.IsNullOrEmpty(spritename))
|
|
{
|
|
result = spritename;
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
|
|
if(!string.IsNullOrEmpty(result))
|
|
{
|
|
if (voxels.ContainsKey(result)) return result;
|
|
|
|
// The sprite name may be incomplete. Find an existing sprite with direction.
|
|
foreach(string postfix in SPRITE_POSTFIXES)
|
|
if(voxels.ContainsKey(result + postfix)) return result + postfix;
|
|
}
|
|
|
|
|
|
// No voxel found
|
|
return "";
|
|
}
|
|
|
|
#endregion
|
|
}
|
|
}
|