Engines/FlatRedBallXNA/FlatRedBall/Content/AnimationChain/AnimationChainArrayProcessor.cs
/// <summary>
/// look at all of the textures in each frame and convert them into external references
/// </summary>
look at all of the textures in each frame and convert them into external references
look at all of the textures in each frame and convert them into external references
public override AnimationChainListSave Process(AnimationChainListSave input, ContentProcessorContext context)
        {
            string directory = System.IO.Path.GetDirectoryName(input.FileName) + @"\";
            for (int i = 0; i < input.AnimationChains.Count; i++)
            {
                AnimationChainSave ach = input.AnimationChains[i];
                List<AnimationFrame> newFrames = new List<AnimationFrame>(ach.Frames.Count);
                for (int j = 0; j < ach.Frames.Count; j++)
                {
                    AnimationFrameSave frameSave = new AnimationFrameSave(ach.Frames[j]);
                    frameSave.TextureReference = BitmapTextureProcessor.BuildTexture(
                        directory + frameSave.TextureName,
                        context);
                    newFrames.Add(frameSave);
                }
                ach.Frames = newFrames;
            }
            return input;
        }
public override AnimationChainListSave Process ( AnimationChainListSave input , ContentProcessorContext context ) { string directory = System . IO . Path . GetDirectoryName ( input . FileName ) + @"\" ; for ( int i = 0 ; i < input . AnimationChains . Count ; i ++ ) { AnimationChainSave ach = input . AnimationChains [ i ] ; List < AnimationFrame > newFrames = new List < AnimationFrame > ( ach . Frames . Count ) ; for ( int j = 0 ; j < ach . Frames . Count ; j ++ ) { AnimationFrameSave frameSave = new AnimationFrameSave ( ach . Frames [ j ] ) ; frameSave . TextureReference = BitmapTextureProcessor . BuildTexture ( directory + frameSave . TextureName , context ) ; newFrames . Add ( frameSave ) ; } ach . Frames = newFrames ; } return input ; }
look at all of the textures in each frame and convert them into external references
look at all of the textures in each frame and convert them into external references
input
AnimationChainListSave
context
ContentProcessorContext