More gendered sprite masks (#14735)

This commit is contained in:
DEATHB4DEFEAT
2023-06-05 04:11:45 -07:00
committed by GitHub
parent 63b11670f7
commit a8337172ca
14 changed files with 140 additions and 51 deletions

View File

@@ -60,26 +60,15 @@ public sealed class ClientClothingSystem : ClothingSystem
private void OnAppearanceUpdate(EntityUid uid, InventoryComponent component, ref AppearanceChangeEvent args)
{
// May need to update jumpsuit stencils if the sex changed. Also required to properly set the stencil on init
// when sex is first loaded from the profile.
if (!TryComp(uid, out SpriteComponent? sprite) || !sprite.LayerMapTryGet(HumanoidVisualLayers.StencilMask, out var layer))
// This is when sex is first loaded from the profile.
if (!TryComp(uid, out SpriteComponent? sprite) ||
!TryComp(uid, out HumanoidAppearanceComponent? humanoid) ||
!_inventorySystem.TryGetSlotEntity(uid, "jumpsuit", out var suit, component) ||
!TryComp(suit, out ClothingComponent? clothing))
return;
if (!TryComp(uid, out HumanoidAppearanceComponent? humanoid)
|| humanoid.Sex != Sex.Female
|| !_inventorySystem.TryGetSlotEntity(uid, "jumpsuit", out var suit, component)
|| !TryComp(suit, out ClothingComponent? clothing))
{
sprite.LayerSetVisible(layer, false);
return;
}
sprite.LayerSetState(layer, clothing.FemaleMask switch
{
FemaleClothingMask.NoMask => "female_none",
FemaleClothingMask.UniformTop => "female_top",
_ => "female_full",
});
sprite.LayerSetVisible(layer, true);
SetGenderedMask(sprite, humanoid, clothing);
}
private void OnGetVisuals(EntityUid uid, ClothingComponent item, GetEquipmentVisualsEvent args)
@@ -225,20 +214,12 @@ public sealed class ClientClothingSystem : ClothingSystem
return;
}
if (slot == "jumpsuit" && sprite.LayerMapTryGet(HumanoidVisualLayers.StencilMask, out var suitLayer))
if (slot == "jumpsuit")
{
if (TryComp(equipee, out HumanoidAppearanceComponent? humanoid) && humanoid.Sex == Sex.Female)
{
sprite.LayerSetState(suitLayer, clothingComponent.FemaleMask switch
{
FemaleClothingMask.NoMask => "female_none",
FemaleClothingMask.UniformTop => "female_top",
_ => "female_full",
});
sprite.LayerSetVisible(suitLayer, true);
}
else
sprite.LayerSetVisible(suitLayer, false);
if (!TryComp(equipee, out HumanoidAppearanceComponent? humanoid))
return;
SetGenderedMask(sprite, humanoid, clothingComponent);
}
if (!_inventorySystem.TryGetSlot(equipee, slot, out var slotDef, inventory))
@@ -315,4 +296,49 @@ public sealed class ClientClothingSystem : ClothingSystem
RaiseLocalEvent(equipment, new EquipmentVisualsUpdatedEvent(equipee, slot, revealedLayers), true);
}
/// <summary>
/// Sets a sprite's gendered mask based on gender (obviously).
/// </summary>
/// <param name="sprite">Sprite to modify</param>
/// <param name="humanoid">Humanoid, to get gender from</param>
/// <param name="clothing">Clothing component, to get mask sprite type</param>
private static void SetGenderedMask(SpriteComponent sprite, HumanoidAppearanceComponent humanoid, ClothingComponent clothing)
{
if (!sprite.LayerMapTryGet(HumanoidVisualLayers.StencilMask, out var layer))
return;
ClothingMask? mask = null;
var prefix = "";
switch (humanoid.Sex)
{
case Sex.Male:
mask = clothing.MaleMask;
prefix = "male_";
break;
case Sex.Female:
mask = clothing.FemaleMask;
prefix = "female_";
break;
case Sex.Unsexed:
mask = clothing.UnisexMask;
prefix = "unisex_";
break;
}
if (mask != null)
{
sprite.LayerSetState(layer, mask switch
{
ClothingMask.NoMask => $"{prefix}none",
ClothingMask.UniformTop => $"{prefix}top",
_ => $"{prefix}full",
});
sprite.LayerSetVisible(layer, true);
}
else
sprite.LayerSetVisible(layer, false);
}
}