using System; using System.Collections.Generic; using System.Linq; using System.Text; using System.Threading.Tasks; using UnityEngine; namespace RimWorldAnimationStudio { public class Workspace : Singleton { public static AnimationDef animationDef; public static int stageID = 0; public static int actorID = 0; public static int keyframeID = 0; public static bool isDirty = false; public static List defNames = new List() { "Human" }; public static List bodyParts = new List() { "Penis", "Vagina", "Anus", "Breasts", "Mouth" }; public static List bodyDefTypes = new List() { "Human" }; public static List sexTypes = new List() { "None", "Vaginal", "Anal", "Oral", "Masturbation", "DoublePenetration", "Boobjob", "Handjob", "Footjob", "Fingering", "Scissoring", "MutualMasturbation", "Fisting", "MechImplant", "Rimming", "Fellatio", "Cunnilingus", "Sixtynine" }; public static List interactionDefTypes = new List(); private static List workspaceHistory = new List(); private static int maxHistoryDepth = 100; private static int historyIndex = 0; public static ActorManipulationMode actorManipulationMode = ActorManipulationMode.Pan; public static int animationClipWindowSize = 600; //public int? GetCurrentKeyframe() //{ // return animationDef?.animationStages[stageID]?.animationClips[actorID]?.keyframes.FirstOrDefault(x => x.keyframeID == keyframeID)?.keyframeID; //} public PawnAnimationClip GetPawnAnimationClip(int actorID) { return animationDef.animationStages[stageID].animationClips[actorID]; } public PawnKeyframe GetPawnKeyframe(int actorID, int keyframeID) { return animationDef.animationStages[stageID].animationClips[actorID].keyframes.FirstOrDefault(x => x.keyframeID == keyframeID); } public void TrackChanges() { if (historyIndex < workspaceHistory.Count - 1) { workspaceHistory.RemoveRange(historyIndex + 1, workspaceHistory.Count - historyIndex); } if (workspaceHistory.Any() && workspaceHistory.Count >= maxHistoryDepth) { workspaceHistory.RemoveAt(0); } WorkspaceSnapShot workspaceSnapShot = new WorkspaceSnapShot(); workspaceSnapShot.animationDef = animationDef; workspaceSnapShot.stageID = stageID; workspaceHistory.Add(workspaceSnapShot); // track bType for actors, stageID, isdirty historyIndex++; } public void Undo() { historyIndex = Mathf.Clamp(historyIndex - 1, 0, workspaceHistory.Count - 1); LoadHistoricState(); } public void Redo() { historyIndex = Mathf.Clamp(historyIndex - 1, 0, workspaceHistory.Count - 1); LoadHistoricState(); } public void LoadHistoricState() { animationDef = workspaceHistory[historyIndex].animationDef; // All other data } } }