* 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
88 lines
3.2 KiB
C#
88 lines
3.2 KiB
C#
using System;
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using Robust.Shared.Maths;
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using Robust.Shared.Serialization;
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namespace Content.Shared.Preferences
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{
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[Serializable, NetSerializable]
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public class HumanoidCharacterAppearance : ICharacterAppearance
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{
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public HumanoidCharacterAppearance(string hairStyleName,
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Color hairColor,
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string facialHairStyleName,
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Color facialHairColor,
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Color eyeColor,
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Color skinColor)
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{
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HairStyleName = hairStyleName;
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HairColor = hairColor;
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FacialHairStyleName = facialHairStyleName;
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FacialHairColor = facialHairColor;
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EyeColor = eyeColor;
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SkinColor = skinColor;
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}
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public string HairStyleName { get; }
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public Color HairColor { get; }
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public string FacialHairStyleName { get; }
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public Color FacialHairColor { get; }
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public Color EyeColor { get; }
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public Color SkinColor { get; }
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public HumanoidCharacterAppearance WithHairStyleName(string newName)
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{
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return new HumanoidCharacterAppearance(newName, HairColor, FacialHairStyleName, FacialHairColor, EyeColor, SkinColor);
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}
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public HumanoidCharacterAppearance WithHairColor(Color newColor)
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{
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return new HumanoidCharacterAppearance(HairStyleName, newColor, FacialHairStyleName, FacialHairColor, EyeColor, SkinColor);
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}
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public HumanoidCharacterAppearance WithFacialHairStyleName(string newName)
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{
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return new HumanoidCharacterAppearance(HairStyleName, HairColor, newName, FacialHairColor, EyeColor, SkinColor);
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}
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public HumanoidCharacterAppearance WithFacialHairColor(Color newColor)
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{
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return new HumanoidCharacterAppearance(HairStyleName, HairColor, FacialHairStyleName, newColor, EyeColor, SkinColor);
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}
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public HumanoidCharacterAppearance WithEyeColor(Color newColor)
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{
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return new HumanoidCharacterAppearance(HairStyleName, HairColor, FacialHairStyleName, FacialHairColor, newColor, SkinColor);
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}
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public HumanoidCharacterAppearance WithSkinColor(Color newColor)
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{
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return new HumanoidCharacterAppearance(HairStyleName, HairColor, FacialHairStyleName, FacialHairColor, EyeColor, newColor);
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}
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public static HumanoidCharacterAppearance Default()
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{
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return new HumanoidCharacterAppearance
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(
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"Bald",
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Color.Black,
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"Shaved",
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Color.Black,
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Color.Black,
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Color.Black
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);
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}
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public bool MemberwiseEquals(ICharacterAppearance maybeOther)
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{
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if (!(maybeOther is HumanoidCharacterAppearance other)) return false;
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if (HairStyleName != other.HairStyleName) return false;
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if (HairColor != other.HairColor) return false;
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if (FacialHairStyleName != other.FacialHairStyleName) return false;
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if (FacialHairColor != other.FacialHairColor) return false;
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if (EyeColor != other.EyeColor) return false;
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if (SkinColor != other.SkinColor) return false;
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return true;
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}
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}
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}
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