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using System ;
using System.Collections.Generic ;
using System.Linq ;
using System.Text ;
using System.Threading.Tasks ;
using Verse ;
using RimWorld ;
using UnityEngine ;
namespace Rimworld_Animations {
class MainTabWindow_OffsetConfigure : MainTabWindow
{
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public override Vector2 RequestedTabSize = > new Vector2 ( 505 , 380 ) ;
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public override void DoWindowContents ( Rect inRect ) {
Rect position = new Rect ( inRect . x , inRect . y , inRect . width , inRect . height ) ;
Listing_Standard listingStandard = new Listing_Standard ( ) ;
listingStandard . Begin ( position ) ;
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listingStandard . Label ( "Animation Manager" ) ;
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listingStandard . GapLine ( ) ;
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if ( Find . Selector . SingleSelectedThing is Pawn ) {
Pawn curPawn = Find . Selector . SingleSelectedThing as Pawn ;
if ( curPawn . TryGetComp < CompBodyAnimator > ( ) . isAnimating ) {
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AnimationDef def = curPawn . TryGetComp < CompBodyAnimator > ( ) . CurrentAnimation ;
int ActorIndex = curPawn . TryGetComp < CompBodyAnimator > ( ) . ActorIndex ;
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float offsetX = 0 , offsetZ = 0 , rotation = 0 ;
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string bodyTypeDef = ( curPawn . story ? . bodyType ! = null ) ? curPawn . story . bodyType . ToString ( ) : "" ;
if ( AnimationSettings . offsets . ContainsKey ( def . defName + curPawn . def . defName + bodyTypeDef + ActorIndex ) ) {
offsetX = AnimationSettings . offsets [ def . defName + curPawn . def . defName + bodyTypeDef + ActorIndex ] . x ;
offsetZ = AnimationSettings . offsets [ def . defName + curPawn . def . defName + bodyTypeDef + ActorIndex ] . y ;
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} else {
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AnimationSettings . offsets . Add ( def . defName + curPawn . def . defName + bodyTypeDef + ActorIndex , new Vector2 ( 0 , 0 ) ) ;
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}
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if ( AnimationSettings . rotation . ContainsKey ( def . defName + curPawn . def . defName + bodyTypeDef + ActorIndex ) ) {
rotation = AnimationSettings . rotation [ def . defName + curPawn . def . defName + bodyTypeDef + ActorIndex ] ;
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}
else {
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AnimationSettings . rotation . Add ( def . defName + curPawn . def . defName + bodyTypeDef + ActorIndex , 0 ) ;
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}
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listingStandard . Label ( "Name: " + curPawn . Name + " Race: " + curPawn . def . defName + " Actor Index: " + curPawn . TryGetComp < CompBodyAnimator > ( ) . ActorIndex + " Body Type (if any): " + bodyTypeDef + " Animation: " + def . label + ( curPawn . TryGetComp < CompBodyAnimator > ( ) . Mirror ? " mirrored" : "" ) ) ;
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if ( curPawn . def . defName = = "Human" ) {
listingStandard . Label ( "Warning--You generally don't want to change human offsets, only alien offsets" ) ;
}
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bool mirrored = curPawn . TryGetComp < CompBodyAnimator > ( ) . Mirror ;
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float . TryParse ( listingStandard . TextEntryLabeled ( "X Offset: " , offsetX . ToString ( ) ) , out offsetX ) ;
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offsetX = listingStandard . Slider ( offsetX , - 2 * ( mirrored ? - 1 : 1 ) , 2 * ( mirrored ? - 1 : 1 ) ) ;
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float . TryParse ( listingStandard . TextEntryLabeled ( "Z Offset: " , offsetZ . ToString ( ) ) , out offsetZ ) ;
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offsetZ = listingStandard . Slider ( offsetZ , - 2 , 2 ) ;
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float . TryParse ( listingStandard . TextEntryLabeled ( "Rotation: " , rotation . ToString ( ) ) , out rotation ) ;
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rotation = listingStandard . Slider ( rotation , - 180 , 180 ) ;
if ( listingStandard . ButtonText ( "Reset All" ) ) {
offsetX = 0 ;
offsetZ = 0 ;
rotation = 0 ;
}
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listingStandard . GapLine ( ) ;
if ( listingStandard . ButtonText ( "Shift Actors" ) ) {
if ( AnimationSettings . debugMode ) {
Log . Message ( "Shifting actors in animation..." ) ;
}
for ( int i = 0 ; i < curPawn . TryGetComp < CompBodyAnimator > ( ) . actorsInCurrentAnimation . Count ; i + + ) {
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Pawn actor = curPawn . TryGetComp < CompBodyAnimator > ( ) . actorsInCurrentAnimation [ i ] ;
actor . TryGetComp < CompBodyAnimator > ( ) ? . shiftActorPositionAndRestartAnimation ( ) ;
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//reset the clock time of every pawn in animation
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if ( actor . jobs . curDriver is rjw . JobDriver_Sex ) {
( actor . jobs . curDriver as rjw . JobDriver_Sex ) . ticks_left = def . animationTimeTicks ;
( actor . jobs . curDriver as rjw . JobDriver_Sex ) . ticksLeftThisToil = def . animationTimeTicks ;
( actor . jobs . curDriver as rjw . JobDriver_Sex ) . duration = def . animationTimeTicks ;
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}
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}
}
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if ( offsetX ! = AnimationSettings . offsets [ def . defName + curPawn . def . defName + bodyTypeDef + ActorIndex ] . x | | offsetZ ! = AnimationSettings . offsets [ def . defName + curPawn . def . defName + bodyTypeDef + ActorIndex ] . y ) {
AnimationSettings . offsets [ def . defName + curPawn . def . defName + bodyTypeDef + ActorIndex ] = new Vector2 ( offsetX , offsetZ ) ;
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}
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if ( rotation ! = AnimationSettings . rotation [ def . defName + curPawn . def . defName + bodyTypeDef + ActorIndex ] ) {
AnimationSettings . rotation [ def . defName + curPawn . def . defName + bodyTypeDef + ActorIndex ] = rotation ;
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}
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}
}
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else {
listingStandard . Label ( "Select a pawn currently in an animation to change their offsets" ) ;
}
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listingStandard . End ( ) ;
base . DoWindowContents ( inRect ) ;
}
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public override void PreOpen ( ) {
base . PreOpen ( ) ;
if ( AnimationSettings . offsets = = null ) {
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if ( AnimationSettings . debugMode )
Log . Message ( "New offsets" ) ;
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AnimationSettings . offsets = new Dictionary < string , Vector2 > ( ) ;
}
if ( AnimationSettings . rotation = = null ) {
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if ( AnimationSettings . debugMode )
Log . Message ( "New rotation" ) ;
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AnimationSettings . rotation = new Dictionary < string , float > ( ) ;
}
}
public override void PostClose ( ) {
base . PostClose ( ) ;
LoadedModManager . GetMod < RJW_Animations > ( ) . WriteSettings ( ) ;
}
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}
}