rimworld-animations/Source/Patches/HarmonyPatch_PawnRenderer.cs

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3.7 KiB
C#
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using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using System.Threading.Tasks;
using HarmonyLib;
using RimWorld;
using Verse;
using UnityEngine;
using System.Reflection;
using System.Reflection.Emit;
namespace Rimworld_Animations {
[HarmonyPatch(typeof(PawnRenderer), "RenderPawnInternal", new Type[]
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{
typeof(Vector3),
typeof(float),
typeof(bool),
typeof(Rot4),
typeof(Rot4),
typeof(RotDrawMode),
typeof(bool),
typeof(bool),
typeof(bool)
}
)]
public static class HarmonyPatch_PawnRenderer {
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[HarmonyBefore(new string[] { "showhair.kv.rw", "erdelf.HumanoidAlienRaces", "Nals.FacialAnimation" })]
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public static void Prefix(PawnRenderer __instance, 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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PawnGraphicSet graphics = __instance.graphics;
Pawn pawn = graphics.pawn;
CompBodyAnimator bodyAnim = pawn.TryGetComp<CompBodyAnimator>();
if (!graphics.AllResolved) {
graphics.ResolveAllGraphics();
}
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if (bodyAnim != null && bodyAnim.isAnimating && !portrait && pawn.Map == Find.CurrentMap) {
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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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}
[StaticConstructorOnStartup]
public static class HarmonyPatch_Animate
{
static HarmonyPatch_Animate() {
if (LoadedModManager.RunningModsListForReading.Any(x => x.Name == "Hats Display Selection")) {
HarmonyPatch_HatsDisplaySelection.PatchHatsDisplaySelectionArgs();
}
else {
PatchRimworldFunctionsNormally();
}
}
static void PatchRimworldFunctionsNormally() {
(new Harmony("rjw")).Patch(AccessTools.Method(typeof(PawnRenderer), "RenderPawnInternal", parameters: new Type[]
{
typeof(Vector3),
typeof(float),
typeof(bool),
typeof(Rot4),
typeof(Rot4),
typeof(RotDrawMode),
typeof(bool),
typeof(bool),
typeof(bool)
}),
transpiler: new HarmonyMethod(AccessTools.Method(typeof(HarmonyPatch_Animate), "Transpiler")));
}
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[HarmonyAfter(new string[] { "showhair.kv.rw", "erdelf.HumanoidAlienRaces", "Nals.FacialAnimation" })]
[HarmonyReversePatch(HarmonyReversePatchType.Snapshot)]
public static IEnumerable<CodeInstruction> Transpiler(IEnumerable<CodeInstruction> instructions) {
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MethodInfo drawMeshNowOrLater = AccessTools.Method(typeof(GenDraw), "DrawMeshNowOrLater");
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FieldInfo headGraphic = AccessTools.Field(typeof(PawnGraphicSet), "headGraphic");
List<CodeInstruction> codes = instructions.ToList();
bool forHead = true;
for(int i = 0; i < codes.Count(); i++) {
//Instead of calling drawmeshnoworlater, add pawn to the stack and call my special static method
if (codes[i].OperandIs(drawMeshNowOrLater) && forHead) {
yield return new CodeInstruction(OpCodes.Ldarg_0);
yield return new CodeInstruction(OpCodes.Ldfld, AccessTools.DeclaredField(typeof(PawnRenderer), "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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}
//checking for if(graphics.headGraphic != null)
else if (codes[i].opcode == OpCodes.Ldfld && codes[i].OperandIs(headGraphic)) {
forHead = true;
yield return codes[i];
}
//checking for if(renderbody)
else if(codes[i].opcode == OpCodes.Ldarg_3) {
forHead = false;
yield return codes[i];
}
else {
yield return codes[i];
}
}
}
}
}