added Character Setup (#511)
* added Character Setup * whoops * reverted unrelated changes * Made everything work post-rebase * Removed unused PreferencesChanged event * nope, don't need this * HumanoidProfileEditorPanel -> HumanoidProfileEditor * Set initial data for hair pickers * Fixed nullable warning * Renamed LooksComponent -> HumanoidAppearanceComponent * Renamed LooksComponentState -> HumanoidAppearanceComponentState * Final renaming maybe * Use a human-like dummy instead of a real human * Change preferences structs back to classes
This commit is contained in:
committed by
Pieter-Jan Briers
parent
d03da83fda
commit
a4e369e629
@@ -0,0 +1,62 @@
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using Content.Shared.GameObjects.Components.Mobs;
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using Content.Shared.Preferences;
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using Content.Shared.Preferences.Appearance;
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using Robust.Client.GameObjects;
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using Robust.Shared.GameObjects;
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namespace Content.Client.GameObjects.Components.Mobs
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{
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[RegisterComponent]
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public sealed class HumanoidAppearanceComponent : SharedHumanoidAppearanceComponent
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{
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public override HumanoidCharacterAppearance Appearance
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{
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get => base.Appearance;
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set
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{
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base.Appearance = value;
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UpdateLooks();
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}
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}
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public override Sex Sex
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{
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get => base.Sex;
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set
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{
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base.Sex = value;
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UpdateLooks();
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}
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}
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protected override void Startup()
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{
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base.Startup();
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UpdateLooks();
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}
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private void UpdateLooks()
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{
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if (Appearance is null) return;
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var sprite = Owner.GetComponent<SpriteComponent>();
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sprite.LayerSetColor(HumanoidVisualLayers.Hair, Appearance.HairColor);
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sprite.LayerSetColor(HumanoidVisualLayers.FacialHair, Appearance.FacialHairColor);
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sprite.LayerSetState(HumanoidVisualLayers.Body, Sex == Sex.Male ? "male" : "female");
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var hairStyle = Appearance.HairStyleName;
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if (string.IsNullOrWhiteSpace(hairStyle) || !HairStyles.HairStylesMap.ContainsKey(hairStyle))
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hairStyle = HairStyles.DefaultHairStyle;
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sprite.LayerSetState(HumanoidVisualLayers.Hair,
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HairStyles.HairStylesMap[hairStyle]);
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var facialHairStyle = Appearance.FacialHairStyleName;
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if (string.IsNullOrWhiteSpace(facialHairStyle) || !HairStyles.FacialHairStylesMap.ContainsKey(facialHairStyle))
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facialHairStyle = HairStyles.DefaultFacialHairStyle;
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sprite.LayerSetState(HumanoidVisualLayers.FacialHair,
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HairStyles.FacialHairStylesMap[facialHairStyle]);
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}
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}
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}
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