public sealed class DisplacementMapSystem : EntitySystem
{
[Dependency] private readonly ISerializationManager _serialization = default!;
+ [Dependency] private readonly SpriteSystem _sprite = default!;
/// <summary>
/// Attempting to apply a displacement map to a specific layer of SpriteComponent
/// </summary>
/// <param name="data">Information package for applying the displacement map</param>
- /// <param name="sprite">SpriteComponent</param>
+ /// <param name="sprite">Entity with SpriteComponent</param>
/// <param name="index">Index of the layer where the new map layer will be added</param>
/// <param name="key">Unique layer key, which will determine which layer to apply displacement map to</param>
/// <param name="displacementKey">The key of the new displacement map layer added by this function.</param>
/// <returns></returns>
public bool TryAddDisplacement(DisplacementData data,
- SpriteComponent sprite,
+ Entity<SpriteComponent> sprite,
int index,
object key,
out string displacementKey)
return false;
if (data.ShaderOverride != null)
- sprite.LayerSetShader(index, data.ShaderOverride);
+ sprite.Comp.LayerSetShader(index, data.ShaderOverride);
- if (sprite.LayerMapTryGet(displacementKey, out var oldIndex))
- sprite.RemoveLayer(oldIndex);
+ _sprite.RemoveLayer(sprite.AsNullable(), displacementKey, false);
//allows you not to write it every time in the YML
foreach (var pair in data.SizeMaps)
// We choose a displacement map from the possible ones, matching the size with the original layer size.
// If there is no such a map, we use a standard 32 by 32 one
var displacementDataLayer = data.SizeMaps[EyeManager.PixelsPerMeter];
- var actualRSI = sprite.LayerGetActualRSI(index);
+ var actualRSI = _sprite.LayerGetEffectiveRsi(sprite.AsNullable(), index);
if (actualRSI is not null)
{
if (actualRSI.Size.X != actualRSI.Size.Y)
var displacementLayer = _serialization.CreateCopy(displacementDataLayer, notNullableOverride: true);
displacementLayer.CopyToShaderParameters!.LayerKey = key.ToString() ?? "this is impossible";
- sprite.AddLayer(displacementLayer, index);
- sprite.LayerMapSet(displacementKey, index);
+ _sprite.AddLayer(sprite.AsNullable(), displacementLayer, index);
+ _sprite.LayerMapSet(sprite.AsNullable(), displacementKey, index);
return true;
}
+
+ /// <inheritdoc cref="TryAddDisplacement"/>
+ [Obsolete("Use the Entity<SpriteComponent> overload")]
+ public bool TryAddDisplacement(DisplacementData data,
+ SpriteComponent sprite,
+ int index,
+ object key,
+ out string displacementKey)
+ {
+ return TryAddDisplacement(data, (sprite.Owner, sprite), index, key, out displacementKey);
+ }
}