Support separate displacement maps for left and right hand (#35820)
* Update HandsSystem.cs * Update HandsComponent.cs
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@@ -349,7 +349,12 @@ namespace Content.Client.Hands.Systems
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sprite.LayerSetData(index, layerData);
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//Add displacement maps
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if (handComp.HandDisplacement is not null)
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if (hand.Location == HandLocation.Left && handComp.LeftHandDisplacement is not null)
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_displacement.TryAddDisplacement(handComp.LeftHandDisplacement, sprite, index, key, revealedLayers);
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else if (hand.Location == HandLocation.Right && handComp.RightHandDisplacement is not null)
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_displacement.TryAddDisplacement(handComp.RightHandDisplacement, sprite, index, key, revealedLayers);
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//Fallback to default displacement map
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else if (handComp.HandDisplacement is not null)
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_displacement.TryAddDisplacement(handComp.HandDisplacement, sprite, index, key, revealedLayers);
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}
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@@ -78,9 +78,24 @@ public sealed partial class HandsComponent : Component
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[DataField, ViewVariables(VVAccess.ReadWrite)]
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public TimeSpan ThrowCooldown = TimeSpan.FromSeconds(0.5f);
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/// <summary>
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/// Fallback displacement map applied to all sprites in the hand, unless otherwise specified
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/// </summary>
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[DataField]
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public DisplacementData? HandDisplacement;
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/// <summary>
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/// If defined, applies to all sprites in the left hand, ignoring <see cref="HandDisplacement"/>
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/// </summary>
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[DataField]
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public DisplacementData? LeftHandDisplacement;
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/// <summary>
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/// If defined, applies to all sprites in the right hand, ignoring <see cref="HandDisplacement"/>
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/// </summary>
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[DataField]
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public DisplacementData? RightHandDisplacement;
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/// <summary>
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/// If false, hands cannot be stripped, and they do not show up in the stripping menu.
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/// </summary>
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