Marking default coloring (#13039)
* Marking coloring WIP * EnsureDefault now supports coloring! * Now markings have coloring when they get added * Many things * yml files * cleanup * Some requested changes * Nullable type and WIP caching * Time to resolve that thing with deprecated hair fields * Latest reviews + im still trying to use these hair markings * FirstOrDefault thing and Tattoo docs * IDK * It's now works a bit more properly in preferences GUI * THEY SYNCING! However preferences GUI still broken and doesn't work properly * Markings now updating when changing in GUI. However they still don't work properly with bald humanoids * Forgor... * Default hair-colored markings will not color to hair if there is no hair * Fixed default colors for customizable markings * Fixed bug in prefs GUI that set current hair to null * Now markings that must match skin color because of limb (e.x. Slimes) - will match skin color * final tweaks: if hair uses skin color then markings will use skin color as hair color (slimes) * fix * fixed dirty. no more funni invis bug * Mirrors and client profile loading * default colors soon TM * review + better coloring * Hardcode is gone * diona markings * oh my god * fixed CategoryColoring * cool fallback, clean up and some other tweaks * code style * more style * a
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@@ -60,11 +60,13 @@ public sealed partial class HumanoidMarkingModifierWindow : DefaultWindow
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string? state = _protoMan.HasIndex<HumanoidSpeciesSpriteLayer>(modifier.Text) ? modifier.Text : null;
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OnLayerInfoModified?.Invoke(layer, new CustomBaseLayerInfo(state, modifier.Color));
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}
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public void SetState(MarkingSet markings, string species, Color skinColor, Dictionary<HumanoidVisualLayers, CustomBaseLayerInfo> info)
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public void SetState(
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MarkingSet markings,
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string species,
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Color skinColor,
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Dictionary<HumanoidVisualLayers, CustomBaseLayerInfo> info
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)
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{
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MarkingPickerWidget.SetData(markings, species, skinColor);
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foreach (var (layer, modifier) in _modifiers)
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{
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if (!info.TryGetValue(layer, out var layerInfo))
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@@ -75,6 +77,14 @@ public sealed partial class HumanoidMarkingModifierWindow : DefaultWindow
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modifier.SetState(true, layerInfo.ID ?? string.Empty, layerInfo.Color ?? Color.White);
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}
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var eyesColor = Color.White;
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if (info.TryGetValue(HumanoidVisualLayers.Eyes, out var eyes) && eyes.Color != null)
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{
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eyesColor = eyes.Color.Value;
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}
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MarkingPickerWidget.SetData(markings, species, skinColor, eyesColor);
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}
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private sealed class HumanoidBaseLayerModifier : BoxContainer
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