@@ -100,6 +100,7 @@ public sealed partial class HumanoidCharacterAppearance : ICharacterAppearance,
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{
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SkinColorationStrategyInput.Unary => skinColoration.FromUnary(speciesPrototype.DefaultHumanSkinTone),
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SkinColorationStrategyInput.Color => skinColoration.ClosestSkinColor(speciesPrototype.DefaultSkinTone),
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_ => skinColoration.ClosestSkinColor(speciesPrototype.DefaultSkinTone),
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};
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return new(
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@@ -109,11 +110,11 @@ public sealed partial class HumanoidCharacterAppearance : ICharacterAppearance,
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Color.Black,
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Color.Black,
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skinColor,
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new ()
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new()
|
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);
|
||||
}
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private static IReadOnlyList<Color> RealisticEyeColors = new List<Color>
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private static IReadOnlyList<Color> _realisticEyeColors = new List<Color>
|
||||
{
|
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Color.Brown,
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Color.Gray,
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@@ -145,7 +146,7 @@ public sealed partial class HumanoidCharacterAppearance : ICharacterAppearance,
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||||
// TODO: Add random markings
|
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||||
var newEyeColor = random.Pick(RealisticEyeColors);
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var newEyeColor = random.Pick(_realisticEyeColors);
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var protoMan = IoCManager.Resolve<IPrototypeManager>();
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var skinType = protoMan.Index<SpeciesPrototype>(species).SkinColoration;
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@@ -155,9 +156,10 @@ public sealed partial class HumanoidCharacterAppearance : ICharacterAppearance,
|
||||
{
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||||
SkinColorationStrategyInput.Unary => strategy.FromUnary(random.NextFloat(0f, 100f)),
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SkinColorationStrategyInput.Color => strategy.ClosestSkinColor(new Color(random.NextFloat(1), random.NextFloat(1), random.NextFloat(1), 1)),
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_ => strategy.ClosestSkinColor(new Color(random.NextFloat(1), random.NextFloat(1), random.NextFloat(1), 1)),
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};
|
||||
|
||||
return new HumanoidCharacterAppearance(newHairStyle, newHairColor, newFacialHairStyle, newHairColor, newEyeColor, newSkinColor, new ());
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||||
return new HumanoidCharacterAppearance(newHairStyle, newHairColor, newFacialHairStyle, newHairColor, newEyeColor, newSkinColor, new());
|
||||
|
||||
float RandomizeColor(float channel)
|
||||
{
|
||||
|
||||
Reference in New Issue
Block a user