Humanoid appearance refactor (#10882)
* initial commit - species prototype modifications - markings points as its own file - shared humanoid component * adds a tool to convert sprite accessories to markings (in go) * removes a fmt call * converts sprite accessory to markings * adds hair and facial hair to marking categories * multiple changes - humanoid visualizer system - markings modifications for visualizer - modifications to shared humanoid component - lays out a base for humanoid system * hidden layers, ports some properties from appearance component, shrinks DefaultMarkings a little * squishes the initialize event calls into one function adds stuff to set species/skin color externally from a server message - currently laid out as if it a dirty call to a networked component, may be subject to change (server-side has not been implemented yet) * makes the sprite pipeline more obvious * apply all markings, hidden layer set replacement * ensures that markings are cleared when the new set is applied * starts refactoring markingsset (unfinished) * more additions to the markingset api * adds constructor logic to markingset * adds a method to filter out markings in a set based on a given species * fixes enumerators in markingset * adds validator into MarkingSet, fixes ForwardMarkingEnumerator * modifications to the humanoid visual system * ensuredefault in markingset * oop * fixes up data keys, populates OnAppearanceChange in visualizer * changes to humanoid component, markings marking equality is now more strict, humanoidcomponent is now implemented for client as a child of sharedhumanoidcomponent * markings are now applied the visualizer by diffing them * base sprites are now applied to humanoids from humanoidvisualizer * passes along base sprite settings to the marking application so that markings know to follow skin color/alpha or not (see: slimes) * custom base layers on humanoids * merges all data keys into one data class for humanoid visualizers * setappearance in sharedhumanoidsystem, removes custombaselayercolors * humanoidcomponent, system (empty) in server * adds some basic public API functions to HumanoidSystem * add marking, remove marking * changes appearance MarkingsSet to a List<Marking>, adds listener for PlayerSpawnCompleteEvent in HumanoidSystem * ensuredefaultmarkings, oninit for humanoids * markingmanager API changes * removes MarkingsSet * LoadProfile, adjusts randomization in humanoid appearance to account for species * base layer settings in humanoidsystem, eye color from profile * rearranges files to centralize under Humanoid namespace * more reorganization, deletes some stuff gotta break stuff to make other things work, right? goodbye SpriteAccessory... * fixes a good chunk of server-side issues still does not compile, yet * singlemarkingpicker xaml layout * singlemarkingpicker logic * magic mirror window (varying pieces of it, mostly client-oriented) * removes some imports, gives MagicMirror a BUI class (not filled in yet) * populates magic mirror BUI functionality / window callbacks * fixes up some errors in humanoidprofileeditor * changes to SingleMarkingPicker SingleMarkingPicker now accepts a List<Marking>, species, and total possible markings available in that marking category * fixes up hair pickers on humanoid profile editor * fixes the errors in markingpicker * markingsystem is now gone * fixes a bunch of build errors * so that's why i did it like that * namespace issues, adds robustxamlloader to singlemarkingpicker * another robustxamlloader * human, lizard sprites/points * prototype fixes, deletion of old spriteaccessory * component registration, fixes dwarf skin toning no, 'ReptilianToned' does not exist * removes component registration from abstract humanoid component * visualizer data now cloneable * serialize for visualizer key * zero-count edge case * missing semi-colon moment * setspecies in humanoidsystem * ensures that default markings, if empty, will cause ensuredefault to skip over that given category * tryadd instead of add * whoops * diff and apply should properly apply markings now * always ensure default, fixes double load for player spawning * apply skin color now sets the skin color property in humanoidcomponent * removes sprite from a few species prototypes * sprite changes for specific base layers based on humanoid sex * layer ordering fix, and a missing base layer should now disallow markings on that layer * anymarking base layer, adds the right leg/foot for humans * loading a profile will now clear all markings on that humanoid * adds missing layers for humans * separates species.yml into respective species prototype files * ensures that if layer visibility was changed, all markings have to be reapplied * server-side enforcement of hiding hair (and other head-related markings) when equipping things that hide hair * slime fix, clothingsystem now dictates layer visibility server side * sussy * layer settings should now ensure a marking should match the skin tone * whoops * skincolor static class and functions in UI * skin color validation in humanoidcharacterappearance * markingpicker now shows only the markings for the selected category in used * getter for slot in singlemarkingpicker now ensures slot is 0 if markings exists * FilterSpecies no longer attempts to do removal while iterating * expands for SingleMarkingPicker * humanoid base dummy has blank layers now (and snout/tail/headside/headtop) * fixes an issue with visualizer system if the marking count was different but the markings themselves were (somewhat) the same * whoops * adds edge case handlers for count differences in humanoid markings * preview now loads profile instead of directly setting appearance * moves marking set loading to update controls * clones a marking set in markingpicker by using the deep clone constructor * whoops (deep cloning a marking now copies the marking id) * adds replace function for markingset * points should now update after the markings are remove/added * merging base layer sprites into a humanoid should now clear them before merging * sets dirty range start to count only if the dirty range start was never set above 0 * fixes up some issues with singlemarkingpicker * color selector sliders in single marking picker should now expand * hair from hair pickers should now apply in profile loading (client-side) * category in singlemarkingpicker now sets the private category variable * slot selector should now populate * single marking picker buttons now have text, also shows the category name over all user-clickable elements * removes a comment * removing hair slots now sets it to bald, defaults to zero used slots if current hair is bald on hair/facial hair * random skin color, eye color * populate colors now checks if the marking count is greater than zero in singlemarkingpicker * hair/facial hair pickers now just get the first possible hair from the respective species list * different approach to random skin color * oh, that's why it wasn't working * randomize everything now just updates every single control * selecting a new marking in SingleMarkingPicker should attempt to copy over old colors, populate list now uses cache, * markingmanager now uses OnlyWhitelisted to populate by category and species * filterspecies now uses onlyWhitelist to filter markings based on whitelist or not * oops * ui fix for singlemarkingpicker, ensures that cache is not null if it is null when populatelist is called * order of operations for the horizontal expand for add/remove * hair pickers should now update when you add/remove the hair slot * fixes variable naming error in character appearance * loc string fix in singlemarkingpicker * lizards, vox now have onlyWhitelist, vox restriction for hair/facialhairs * having zero possible hairs should no longer cause an exception in randomization * setting species should now update hair pickers * ignore categories for marking picker * and a clear as well for the category button * places that functionality in its own function instead * adds eye base sprite, vox now also have their own custom eye sprites * loading a profile client-side should do FilterSpecies for markings now * client-side load profile does filter species after adding in the hairs now * magic mirror * callbacks now call the callback instead of adding it on construct * whoops * in removemarking too * adds missing synchronize calls * comments out an updateinterface call in magic mirror * magic mirror window title, minimum sizing * fixes minsize, adds warning for players who try to set their hair for species that have no hair * removes spaces in xaml * namespace changes/organization * whoopsie (merge conflicts) * re-enables identity from humanoid component * damagevisuals now uses the enum given to it instead of the layerstate given on that layer tied to the enum * removes commas from json * changes to visuals system so the change is consistent * chest * reptilian * visualizer system now handles body sprite setting/coloration, similar to how characterappearance did it not a big fan of this * adds a check in applybasesprites * adding/removing parts should now make them invisible on a humanoid * body part removal/adding now enumerates over sublayers instead * synchro now runs in bodycomponent startup * parts instead of slots * humanoidcompnent check * switches from rsi to actualrsi * removes all the body stuff (too slow) * cleans up resolves from humanoid visualizer system * merging sprites now checks if the base sprites have been modified or not (through things like species changes, or custom base sprite changes) * not forgetting that one again * merging now returns an actual dirty value * replaces the sequenceequal with a more accurate solution * permanent layers, layer visibility on add/remove part in body * should send all hidden layers over now * isdirty in visualizer system for base layers * isdirty checks count as well * ok, IsDirty should now set the base layers if the merged sprites are different * equals override in HumanoidSpritePrototypes.cs temporary until record prototypes :heck: * makes fields readonly, equates IDs instead * adds forced markings through marking picker * forced in humanoidsystem api, ignorespecies in markingpicker * marking bui * makes that serializable as well * ignore species/forced toggles now work * adds icon to modifier verb, interface and keys to humanoid bases * needs the actual enum value to open, no? * makes the key the actual key * actions now propagate upwards * ignore species when set now repopulates markingpicker * modifiable base layers in the markings window * oops! * layout changes * info box should now appear * adds ignorespecies for marking picker, collapsible for base layer section of appearance modification window * collapsible layout moment * if base layers have changed, all markings are now dirty (and if a base layer is missing, the marking is still 'applied' but it's now just invisible * small change to marking visibility * small changes to modifier UI * markings now match skin on zombification * zombie stuff * makes the line edit in marking modifier window more obvious * disables vox on round start * horizontal expand on the single label in base layer modifiers * humanoid profiles in prototypes * randomhumanoidappearance won't work if the humanoid has a profile already stored * removes unused code * documentation in humanoidsystem server-side * documentation in shared/client * whoops * converts accessory into marking in locale files (also adds marking loc string into single marking picker) * be gone, shared humanoid appearance system from the last upstream merge * species ignore on randomization (defaults to no ignored species) * more upstream merge parts that bypassed any errors before merge * addresses review (also just adds typeserializers in some places) * submodule moment * upstream merge issues
This commit is contained in:
447
Content.Client/Humanoid/HumanoidVisualizerSystem.cs
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447
Content.Client/Humanoid/HumanoidVisualizerSystem.cs
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using System.Linq;
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using Content.Shared.Humanoid;
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using Content.Shared.Humanoid.Markings;
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using Content.Shared.Humanoid.Prototypes;
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using Robust.Client.GameObjects;
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using Robust.Client.Graphics;
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using Robust.Shared.GameStates;
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using Robust.Shared.Prototypes;
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using Robust.Shared.Utility;
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namespace Content.Client.Humanoid;
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public sealed class HumanoidVisualizerSystem : VisualizerSystem<HumanoidComponent>
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{
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[Dependency] private IPrototypeManager _prototypeManager = default!;
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[Dependency] private MarkingManager _markingManager = default!;
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protected override void OnAppearanceChange(EntityUid uid, HumanoidComponent component, ref AppearanceChangeEvent args)
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{
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base.OnAppearanceChange(uid, component, ref args);
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if (args.Sprite == null)
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{
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return;
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}
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if (!args.AppearanceData.TryGetValue(HumanoidVisualizerKey.Key, out var dataRaw)
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|| dataRaw is not HumanoidVisualizerData data)
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{
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return;
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}
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if (!_prototypeManager.TryIndex(data.Species, out SpeciesPrototype? speciesProto)
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|| !_prototypeManager.TryIndex(speciesProto.SpriteSet, out HumanoidSpeciesBaseSpritesPrototype? baseSprites))
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{
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return;
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}
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bool dirty;
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if (data.CustomBaseLayerInfo.Count != 0)
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{
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dirty = MergeCustomBaseSprites(uid, baseSprites.Sprites, data.CustomBaseLayerInfo, component);
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}
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else
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{
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dirty = MergeCustomBaseSprites(uid, baseSprites.Sprites, null, component);
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}
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if (dirty)
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{
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ApplyBaseSprites(uid, component, args.Sprite);
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ApplySkinColor(uid, data.SkinColor, component, args.Sprite);
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}
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if (data.CustomBaseLayerInfo.Count != 0)
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{
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foreach (var (layer, info) in data.CustomBaseLayerInfo)
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{
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SetBaseLayerColor(uid, layer, info.Color, args.Sprite);
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}
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}
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var layerVis = data.LayerVisibility.ToHashSet();
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dirty |= ReplaceHiddenLayers(uid, layerVis, component, args.Sprite);
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DiffAndApplyMarkings(uid, data.Markings, dirty, component, args.Sprite);
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}
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private bool ReplaceHiddenLayers(EntityUid uid, HashSet<HumanoidVisualLayers> hiddenLayers,
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HumanoidComponent humanoid, SpriteComponent sprite)
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{
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if (hiddenLayers.SetEquals(humanoid.HiddenLayers))
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{
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return false;
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}
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SetSpriteVisibility(uid, hiddenLayers, false, sprite);
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humanoid.HiddenLayers.ExceptWith(hiddenLayers);
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SetSpriteVisibility(uid, humanoid.HiddenLayers, true, sprite);
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humanoid.HiddenLayers.Clear();
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humanoid.HiddenLayers.UnionWith(hiddenLayers);
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return true;
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}
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private void SetSpriteVisibility(EntityUid uid, HashSet<HumanoidVisualLayers> layers, bool visibility, SpriteComponent sprite)
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{
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foreach (var layer in layers)
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{
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if (!sprite.LayerMapTryGet(layer, out var index))
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{
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continue;
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}
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sprite[index].Visible = visibility;
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}
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}
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private void DiffAndApplyMarkings(EntityUid uid,
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List<Marking> newMarkings,
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bool layersDirty,
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HumanoidComponent humanoid,
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SpriteComponent sprite)
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{
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// skip this entire thing if both sets are empty
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if (humanoid.CurrentMarkings.Count == 0 && newMarkings.Count == 0)
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{
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return;
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}
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var dirtyMarkings = new List<int>();
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var dirtyRangeStart = humanoid.CurrentMarkings.Count == 0 ? 0 : -1;
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// edge cases:
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// humanoid.CurrentMarkings < newMarkings.Count
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// - check if count matches this condition before diffing
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// - if count is unequal, set dirty range to start from humanoid.CurrentMarkings.Count
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// humanoid.CurrentMarkings > newMarkings.Count, no dirty markings
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// - break count upon meeting this condition
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// - clear markings from newMarkings.Count to humanoid.CurrentMarkings.Count - newMarkings.Count
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for (var i = 0; i < humanoid.CurrentMarkings.Count; i++)
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{
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// if we've reached the end of the new set of markings,
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// then that means it's time to finish
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if (newMarkings.Count == i)
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{
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break;
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}
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// if the marking is different here, set the range start to i and break, we need
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// to rebuild all markings starting from i
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if (humanoid.CurrentMarkings[i].MarkingId != newMarkings[i].MarkingId)
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{
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dirtyRangeStart = i;
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break;
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}
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// otherwise, we add the current marking to dirtyMarkings if it has different
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// settings
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// however: if the hidden layers are set to dirty, then we need to
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// instead just add every single marking, since we don't know ahead of time
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// where these markings go
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if (humanoid.CurrentMarkings[i] != newMarkings[i] || layersDirty)
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{
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dirtyMarkings.Add(i);
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}
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}
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foreach (var i in dirtyMarkings)
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{
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if (!_markingManager.TryGetMarking(newMarkings[i], out var dirtyMarking))
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{
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continue;
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}
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ApplyMarking(uid, dirtyMarking, newMarkings[i].MarkingColors, newMarkings[i].Visible, humanoid, sprite);
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}
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if (humanoid.CurrentMarkings.Count < newMarkings.Count && dirtyRangeStart < 0)
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{
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dirtyRangeStart = humanoid.CurrentMarkings.Count;
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}
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if (dirtyRangeStart >= 0)
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{
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var range = newMarkings.GetRange(dirtyRangeStart, newMarkings.Count - dirtyRangeStart);
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if (humanoid.CurrentMarkings.Count > 0)
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{
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var oldRange = humanoid.CurrentMarkings.GetRange(dirtyRangeStart, humanoid.CurrentMarkings.Count - dirtyRangeStart);
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ClearMarkings(uid, oldRange, humanoid, sprite);
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}
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ApplyMarkings(uid, range, humanoid, sprite);
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}
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else if (humanoid.CurrentMarkings.Count != newMarkings.Count)
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{
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if (newMarkings.Count == 0)
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{
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ClearAllMarkings(uid, humanoid, sprite);
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}
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else if (humanoid.CurrentMarkings.Count > newMarkings.Count)
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{
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var rangeStart = newMarkings.Count;
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var rangeCount = humanoid.CurrentMarkings.Count - newMarkings.Count;
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var range = humanoid.CurrentMarkings.GetRange(rangeStart, rangeCount);
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ClearMarkings(uid, range, humanoid, sprite);
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}
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}
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if (dirtyMarkings.Count > 0 || dirtyRangeStart >= 0 || humanoid.CurrentMarkings.Count != newMarkings.Count)
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{
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humanoid.CurrentMarkings = newMarkings;
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}
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}
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private void ClearAllMarkings(EntityUid uid, HumanoidComponent humanoid,
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SpriteComponent spriteComp)
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{
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ClearMarkings(uid, humanoid.CurrentMarkings, humanoid, spriteComp);
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}
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private void ClearMarkings(EntityUid uid, List<Marking> markings, HumanoidComponent humanoid,
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SpriteComponent spriteComp)
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{
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foreach (var marking in markings)
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{
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RemoveMarking(uid, marking, spriteComp);
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}
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}
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private void RemoveMarking(EntityUid uid, Marking marking,
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SpriteComponent spriteComp)
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{
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if (!_markingManager.TryGetMarking(marking, out var prototype))
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{
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return;
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}
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foreach (var sprite in prototype.Sprites)
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{
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if (sprite is not SpriteSpecifier.Rsi rsi)
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{
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continue;
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}
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var layerId = $"{marking.MarkingId}-{rsi.RsiState}";
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if (!spriteComp.LayerMapTryGet(layerId, out var index))
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{
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continue;
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}
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spriteComp.LayerMapRemove(layerId);
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spriteComp.RemoveLayer(index);
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}
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}
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private void ApplyMarkings(EntityUid uid,
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List<Marking> markings,
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HumanoidComponent humanoid,
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SpriteComponent spriteComp)
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{
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foreach (var marking in new ReverseMarkingEnumerator(markings))
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{
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if (!_markingManager.TryGetMarking(marking, out var markingPrototype))
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{
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continue;
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}
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ApplyMarking(uid, markingPrototype, marking.MarkingColors, marking.Visible, humanoid, spriteComp);
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}
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}
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private void ApplyMarking(EntityUid uid,
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MarkingPrototype markingPrototype,
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IReadOnlyList<Color>? colors,
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bool visible,
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HumanoidComponent humanoid,
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SpriteComponent sprite)
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{
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if (!sprite.LayerMapTryGet(markingPrototype.BodyPart, out int targetLayer))
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{
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return;
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}
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visible &= !humanoid.HiddenLayers.Contains(markingPrototype.BodyPart);
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visible &= humanoid.BaseLayers.TryGetValue(markingPrototype.BodyPart, out var setting)
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&& setting.AllowsMarkings;
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for (var j = 0; j < markingPrototype.Sprites.Count; j++)
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{
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if (markingPrototype.Sprites[j] is not SpriteSpecifier.Rsi rsi)
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{
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continue;
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}
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var layerId = $"{markingPrototype.ID}-{rsi.RsiState}";
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if (!sprite.LayerMapTryGet(layerId, out _))
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{
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var layer = sprite.AddLayer(markingPrototype.Sprites[j], targetLayer + j + 1);
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sprite.LayerMapSet(layerId, layer);
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sprite.LayerSetSprite(layerId, rsi);
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}
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sprite.LayerSetVisible(layerId, visible);
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if (!visible || setting == null) // this is kinda implied
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{
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continue;
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}
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if (markingPrototype.FollowSkinColor || colors == null || setting.MarkingsMatchSkin)
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{
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var skinColor = humanoid.SkinColor;
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skinColor.A = setting.LayerAlpha;
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sprite.LayerSetColor(layerId, skinColor);
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}
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else
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{
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sprite.LayerSetColor(layerId, colors[j]);
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}
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}
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}
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private void ApplySkinColor(EntityUid uid,
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Color skinColor,
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HumanoidComponent humanoid,
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SpriteComponent spriteComp)
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{
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humanoid.SkinColor = skinColor;
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foreach (var (layer, spriteInfo) in humanoid.BaseLayers)
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{
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if (!spriteInfo.MatchSkin)
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{
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continue;
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}
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var color = skinColor;
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color.A = spriteInfo.LayerAlpha;
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SetBaseLayerColor(uid, layer, color, spriteComp);
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}
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}
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private void SetBaseLayerColor(EntityUid uid, HumanoidVisualLayers layer, Color color,
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SpriteComponent sprite)
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{
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if (!sprite.LayerMapTryGet(layer, out var index))
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{
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return;
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}
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sprite[index].Color = color;
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}
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private bool MergeCustomBaseSprites(EntityUid uid, Dictionary<HumanoidVisualLayers, string> baseSprites,
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Dictionary<HumanoidVisualLayers, CustomBaseLayerInfo>? customBaseSprites,
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HumanoidComponent humanoid)
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{
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var newBaseLayers = new Dictionary<HumanoidVisualLayers, HumanoidSpeciesSpriteLayer>();
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foreach (var (key, id) in baseSprites)
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{
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var sexMorph = humanoid.Sex switch
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{
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Sex.Male when HumanoidVisualLayersExtension.HasSexMorph(key) => $"{id}Male",
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Sex.Female when HumanoidVisualLayersExtension.HasSexMorph(key) => $"{id}Female",
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_ => id
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};
|
||||
|
||||
if (!_prototypeManager.TryIndex(sexMorph, out HumanoidSpeciesSpriteLayer? baseLayer))
|
||||
{
|
||||
continue;
|
||||
}
|
||||
|
||||
if (!newBaseLayers.TryAdd(key, baseLayer))
|
||||
{
|
||||
newBaseLayers[key] = baseLayer;
|
||||
}
|
||||
}
|
||||
|
||||
if (customBaseSprites == null)
|
||||
{
|
||||
return IsDirty(newBaseLayers);
|
||||
}
|
||||
|
||||
foreach (var (key, info) in customBaseSprites)
|
||||
{
|
||||
if (!_prototypeManager.TryIndex(info.ID, out HumanoidSpeciesSpriteLayer? baseLayer))
|
||||
{
|
||||
continue;
|
||||
}
|
||||
|
||||
if (!newBaseLayers.TryAdd(key, baseLayer))
|
||||
{
|
||||
newBaseLayers[key] = baseLayer;
|
||||
}
|
||||
}
|
||||
|
||||
bool IsDirty(Dictionary<HumanoidVisualLayers, HumanoidSpeciesSpriteLayer> newBaseLayers)
|
||||
{
|
||||
var dirty = false;
|
||||
if (humanoid.BaseLayers.Count != newBaseLayers.Count)
|
||||
{
|
||||
dirty = true;
|
||||
humanoid.BaseLayers = newBaseLayers;
|
||||
return dirty;
|
||||
}
|
||||
|
||||
foreach (var (key, info) in humanoid.BaseLayers)
|
||||
{
|
||||
if (!newBaseLayers.TryGetValue(key, out var newInfo))
|
||||
{
|
||||
dirty = true;
|
||||
break;
|
||||
}
|
||||
|
||||
if (info.ID != newInfo.ID)
|
||||
{
|
||||
dirty = true;
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
if (dirty)
|
||||
{
|
||||
humanoid.BaseLayers = newBaseLayers;
|
||||
}
|
||||
|
||||
return dirty;
|
||||
}
|
||||
|
||||
return IsDirty(newBaseLayers);
|
||||
}
|
||||
|
||||
private void ApplyBaseSprites(EntityUid uid,
|
||||
HumanoidComponent humanoid,
|
||||
SpriteComponent spriteComp)
|
||||
{
|
||||
foreach (var (layer, spriteInfo) in humanoid.BaseLayers)
|
||||
{
|
||||
if (spriteInfo.BaseSprite != null && spriteComp.LayerMapTryGet(layer, out var index))
|
||||
{
|
||||
switch (spriteInfo.BaseSprite)
|
||||
{
|
||||
case SpriteSpecifier.Rsi rsi:
|
||||
spriteComp.LayerSetRSI(index, rsi.RsiPath);
|
||||
spriteComp.LayerSetState(index, rsi.RsiState);
|
||||
break;
|
||||
case SpriteSpecifier.Texture texture:
|
||||
spriteComp.LayerSetTexture(index, texture.TexturePath);
|
||||
break;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
}
|
||||
Reference in New Issue
Block a user