Code refactor

This commit is contained in:
AbstractConcept 2022-10-31 00:44:53 -05:00
parent 5ca7e486f8
commit e14a12f2ab
310 changed files with 4875 additions and 4102 deletions

View file

@ -143,7 +143,7 @@ namespace RimWorldAnimationStudio
actorBody.bodyRenderer.gameObject.SetActive(actorBody.bodyRenderer.sprite != null);
// Head
actorBodypart = actorBody.GetBodyPart("head");
actorBodypart = actorBody.GetActorBodyPart("head");
actorBodypart.transform.localPosition = headPos;
actorBodypart.transform.eulerAngles = new Vector3(0, 0, -headAngle);
@ -156,13 +156,13 @@ namespace RimWorldAnimationStudio
actorBodypart.gameObject.SetActive(actorBodypart.bodyPartRenderer.sprite != null);
// Appendage
actorBodypart = actorBody.GetBodyPart("appendage");
actorBodypart = actorBody.GetActorBodyPart("appendage");
actorBodypart.transform.localPosition = new Vector3(appendagePos.x, appendagePos.z, 0f);
actorBodypart.transform.eulerAngles = new Vector3(0, 0, -genitalAngle);
actorBodypart.bodyPartRenderer.sortingLayerName = clip.Layer;
actorBodypart.bodyPartRenderer.sprite = requiresGenitals && pawnRaceDef.isHumanoid && bodyFacing != 0 ? Resources.Load<Sprite>("Textures/Humanlike/Appendages/Appendage" + bodyFacing) : null;
actorBodypart.bodyPartRenderer.sprite = requiresGenitals && pawnRaceDef.isHumanoid ? Resources.Load<Sprite>("Textures/Humanlike/Appendages/Appendage" + bodyFacing) : null;
//actorBody.appendageRenderer.flipX = bodyFacing == 3;
actorBodypart.gameObject.SetActive(actorBodypart.bodyPartRenderer.sprite != null);
@ -170,10 +170,11 @@ namespace RimWorldAnimationStudio
// Add-ons
foreach (ActorAddon addon in clip.Addons)
{
actorBodypart = actorBody.GetBodyPart(addon.AddonName);
actorBodypart = actorBody.GetActorBodyPart(addon.AddonName);
if (actorBodypart == null) continue;
ActorBody anchoringActorBody = actorBodies.GetComponentsInChildren<ActorBody>()?.FirstOrDefault(x => x.actorID == addon.AnchoringActor);
Vector3 anchor = PawnUtility.GetBodyPartAnchor(anchoringActorBody, addon.addonName);
Vector3 anchor = PawnUtility.GetBodyPartAnchor(anchoringActorBody, addon.anchorName);
actorBodypart.transform.position = anchor + new Vector3(addon.PosX.Evaluate(clipPercent), addon.PosZ.Evaluate(clipPercent), 0);
actorBodypart.transform.eulerAngles = new Vector3(0, 0, -addon.Rotation.Evaluate(clipPercent));