mirror of
https://gitgud.io/c0ffeeeeeeee/rimworld-animations.git
synced 2024-08-15 00:43:45 +00:00
77 lines
3.1 KiB
C#
77 lines
3.1 KiB
C#
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/*using System;
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using System.Collections.Generic;
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using System.Linq;
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using System.Text;
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using System.Threading.Tasks;
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using HarmonyLib;
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using RimWorld;
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using Verse;
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using UnityEngine;
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using System.Reflection;
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using System.Reflection.Emit;
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namespace Rimworld_Animations {
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public static class HarmonyPatch_HatsDisplaySelection {
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public static void PatchHatsDisplaySelectionArgs() {
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(new Harmony("rjw")).Patch(AccessTools.Method(AccessTools.TypeByName("HatDisplaySelection.Patch"), "DrawHatCEWithHair"),
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transpiler: new HarmonyMethod(AccessTools.Method(typeof(HarmonyPatch_HatsDisplaySelection), "ReplaceDrawMeshOrLaterWithAnimate")));
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(new Harmony("rjw")).Patch(AccessTools.Method(AccessTools.TypeByName("HatDisplaySelection.Patch"), "DrawHatWithHair"),
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transpiler: new HarmonyMethod(AccessTools.Method(typeof(HarmonyPatch_HatsDisplaySelection), "ReplaceDrawMeshOrLaterWithAnimate")));
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(new Harmony("rjw")).Patch(AccessTools.Method(AccessTools.TypeByName("HatDisplaySelection.Patch"), "DrawHeadApparelWithHair"),
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prefix: new HarmonyMethod(AccessTools.Method(typeof(HarmonyPatch_HatsDisplaySelection), "PrefixPatchForDrawHeadApparelWithHair")));
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}
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public static void PrefixPatchForDrawHeadApparelWithHair(PawnRenderer renderer, ref Vector3 rootLoc, ref float angle, bool renderBody, ref Rot4 bodyFacing, ref Rot4 headFacing, RotDrawMode bodyDrawType, bool portrait, bool headStump, bool invisible)
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{
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PawnGraphicSet graphics = renderer.graphics;
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Pawn pawn = graphics.pawn;
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CompBodyAnimator bodyAnim = pawn.TryGetComp<CompBodyAnimator>();
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if (!graphics.AllResolved)
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{
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graphics.ResolveAllGraphics();
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}
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if (bodyAnim != null && bodyAnim.isAnimating && !portrait && pawn.Map == Find.CurrentMap)
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{
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bodyAnim.tickGraphics(graphics);
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bodyAnim.animatePawn(ref rootLoc, ref angle, ref bodyFacing, ref headFacing);
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}
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}
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public static IEnumerable<CodeInstruction> ReplaceDrawMeshOrLaterWithAnimate(IEnumerable<CodeInstruction> instructions) {
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MethodInfo drawMeshNowOrLater = AccessTools.Method(typeof(GenDraw), "DrawMeshNowOrLater");
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List<CodeInstruction> codes = instructions.ToList();
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for (int i = 0; i < instructions.Count(); i++) {
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if (codes[i].
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(drawMeshNowOrLater)) {
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yield return new CodeInstruction(OpCodes.Ldarg_0);
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yield return new CodeInstruction(OpCodes.Ldfld, AccessTools.DeclaredField(AccessTools.TypeByName("HatDisplaySelection.Patch"), "pawn"));
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yield return new CodeInstruction(OpCodes.Call, AccessTools.DeclaredMethod(typeof(AnimationUtility), nameof(AnimationUtility.RenderPawnHeadMeshInAnimation), new Type[] { typeof(Mesh), typeof(Vector3), typeof(Quaternion), typeof(Material), typeof(bool), typeof(Pawn) }));
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}
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else {
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yield return codes[i];
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}
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}
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}
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}
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}
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*/
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