added hediff-based graphic variants

This commit is contained in:
c0ffee 2024-04-22 10:56:34 -07:00
parent 32f3b1522f
commit 67ff59ed80
20 changed files with 301 additions and 67 deletions

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@ -100,7 +100,7 @@
</li>
<li>
<key>RenderNodeTag_Banana</key>
<key>RenderNodeTag_Xray_Inside</key>
<value>
<workerClass>Rimworld_Animations.AnimationWorker_KeyframesExtended</workerClass>
<keyframes>

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@ -1,52 +0,0 @@
<?xml version="1.0" encoding="utf-8" ?>
<Defs>
<PawnRenderNodeTagDef>
<defName>RenderNodeTag_Banana</defName>
</PawnRenderNodeTagDef>
<Rimworld_Animations.AnimationPropDef>
<defName>AnimationProp_Banana</defName>
<!-- Note: props always return graphic_multi; set cardinal textures to blank and only north in anim if only one tex-->
<!-- or draw east, south, and west directions, use them in animations? -->
<animPropProperties Class="Rimworld_Animations.PawnRenderNodeProperties_GraphicVariants">
<debugLabel>AnimProp_Banana</debugLabel>
<nodeClass>Rimworld_Animations.PawnRenderNode_GraphicVariants</nodeClass>
<workerClass>Rimworld_Animations.PawnRenderNodeWorker_GraphicVariants</workerClass>
<tagDef>RenderNodeTag_Banana</tagDef>
<parentTagDef>Body</parentTagDef>
<texPath>AnimationProps/Banana/Banana</texPath>
<!-- for height -->
<overlayLayer>Head</overlayLayer>
<baseLayer>95</baseLayer>
<texPathVariants>
<li>AnimationProps/Cat/Cat1</li>
<li>AnimationProps/Cat/Cat2</li>
</texPathVariants>
<absolutePosition>True</absolutePosition>
</animPropProperties>
</Rimworld_Animations.AnimationPropDef>
<PawnRenderNodeTagDef>
<defName>RenderNodeTag_Genitals</defName>
</PawnRenderNodeTagDef>
<Rimworld_Animations.AnimationPropDef>
<defName>AnimationProp_Genitals</defName>
<animPropProperties>
<debugLabel>AnimProp_Genitals</debugLabel>
<useGraphic>false</useGraphic>
<tagDef>RenderNodeTag_Genitals</tagDef>
<parentTagDef>Body</parentTagDef>
<!-- for height -->
<overlayLayer>Head</overlayLayer>
<baseLayer>95</baseLayer>
</animPropProperties>
</Rimworld_Animations.AnimationPropDef>
</Defs>

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@ -0,0 +1,18 @@
<?xml version="1.0" encoding="utf-8" ?>
<Defs>
<PawnRenderNodeTagDef>
<defName>RenderNodeTag_Banana</defName>
</PawnRenderNodeTagDef>
<Rimworld_Animations.AnimationPropDef>
<defName>AnimationProp_Banana</defName>
<animPropProperties>
<debugLabel>Banana</debugLabel>
<tagDef>RenderNodeTag_Banana</tagDef>
<parentTagDef>Body</parentTagDef>
<texPath>AnimationProps/Banana/Banana</texPath>
<overlayLayer>Head</overlayLayer>
<baseLayer>95</baseLayer>
</animPropProperties>
</Rimworld_Animations.AnimationPropDef>
</Defs>

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@ -0,0 +1,24 @@
<?xml version="1.0" encoding="utf-8" ?>
<Defs>
<PawnRenderNodeTagDef>
<defName>RenderNodeTag_Xray_Inside</defName>
</PawnRenderNodeTagDef>
<Rimworld_Animations.AnimationPropDef>
<defName>AnimationProp_Xray_Inside</defName>
<animPropProperties Class="Rimworld_Animations.PawnRenderNodeProperties_GraphicVariants">
<debugLabel>Xray Inside</debugLabel>
<nodeClass>Rimworld_Animations.PawnRenderNode_GraphicVariants</nodeClass>
<workerClass>Rimworld_Animations.PawnRenderNodeWorker_GraphicVariants</workerClass>
<tagDef>RenderNodeTag_Xray_Inside</tagDef>
<absoluteTransform>True</absoluteTransform>
<parentTagDef>Body</parentTagDef>
<!-- for height -->
<overlayLayer>Head</overlayLayer>
<baseLayer>95</baseLayer>
<texPathVariantsDef>TexPathVariants_Xray_Inside</texPathVariantsDef>
</animPropProperties>
</Rimworld_Animations.AnimationPropDef>
</Defs>

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@ -0,0 +1,35 @@
<?xml version="1.0" encoding="utf-8" ?>
<Defs>
<PawnRenderNodeTagDef>
<defName>RenderNodeTag_Xray_Penis</defName>
</PawnRenderNodeTagDef>
<Rimworld_Animations.AnimationPropDef>
<defName>AnimationProp_Penis</defName>
<animPropProperties Class="Rimworld_Animations.PawnRenderNodeProperties_GraphicHediffVariants">
<debugLabel>Xray Penis</debugLabel>
<nodeClass>Rimworld_Animations.PawnRenderNode_GraphicHediffVariants</nodeClass>
<workerClass>Rimworld_Animations.PawnRenderNodeWorker_GraphicHediffVariants</workerClass>
<tagDef>RenderNodeTag_Xray_Penis</tagDef>
<parentTagDef>Body</parentTagDef>
<texPath>AnimationProps/Banana/Banana</texPath>
<!-- for height -->
<overlayLayer>Head</overlayLayer>
<baseLayer>95</baseLayer>
<absoluteTransform>True</absoluteTransform>
<!-- Default value if no hediff variant is found -->
<texPathVariantsDef>TexPathVariants_XrayPenis_Human</texPathVariantsDef>
<!-- select different hediff variants if applicable -->
<hediffVariants>
<li>
<hediffs>
<li>HorsePenis</li>
<li>RaccoonPenis</li>
</hediffs>
<texPathVariantsDef>TexPathVariants_XrayPenis_Horse</texPathVariantsDef>
</li>
</hediffVariants>
</animPropProperties>
</Rimworld_Animations.AnimationPropDef>
</Defs>

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@ -0,0 +1,11 @@
<?xml version="1.0" encoding="utf-8" ?>
<Defs>
<Rimworld_Animations.TexPathVariantsDef>
<defName>TexPathVariants_Cat</defName>
<variants>
<li>AnimationProps/Cat/Cat1</li><!-- variant 1 in animation -->
<li>AnimationProps/Cat/Cat2</li><!-- variant 2 in animation -->
</variants>
</Rimworld_Animations.TexPathVariantsDef>
</Defs>

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@ -0,0 +1,13 @@
<?xml version="1.0" encoding="utf-8" ?>
<Defs>
<Rimworld_Animations.TexPathVariantsDef>
<defName>TexPathVariants_XrayPenis_Horse</defName>
<variants>
<li>AnimationProps/Cat/Cat1</li>
<!-- variant 1 in animation -->
<li>AnimationProps/Cat/Cat2</li>
<!-- variant 2 in animation -->
</variants>
</Rimworld_Animations.TexPathVariantsDef>
</Defs>

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@ -0,0 +1,13 @@
<?xml version="1.0" encoding="utf-8" ?>
<Defs>
<Rimworld_Animations.TexPathVariantsDef>
<defName>TexPathVariants_XrayPenis_Human</defName>
<variants>
<li>AnimationProps/Cat/Cat1</li>
<!-- variant 1 in animation -->
<li>AnimationProps/Cat/Cat2</li>
<!-- variant 2 in animation -->
</variants>
</Rimworld_Animations.TexPathVariantsDef>
</Defs>

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@ -0,0 +1,13 @@
<?xml version="1.0" encoding="utf-8" ?>
<Defs>
<Rimworld_Animations.TexPathVariantsDef>
<defName>TexPathVariants_Xray_Inside</defName>
<variants>
<li>AnimationProps/Cat/Cat1</li>
<!-- variant 1 in animation -->
<li>AnimationProps/Cat/Cat2</li>
<!-- variant 2 in animation -->
</variants>
</Rimworld_Animations.TexPathVariantsDef>
</Defs>

View File

@ -153,6 +153,12 @@ namespace Rimworld_Animations {
{
PawnRenderNodeProperties props = animationProp.animPropProperties;
Log.Message("Texpath of prop:" + props.texPath);
if (props.texPath.NullOrEmpty())
{
Log.Message("Setting default texture");
props.texPath = "AnimationProps/Banana/Banana";
}
//create new render node
PawnRenderNode animRenderNode = (PawnRenderNode)Activator.CreateInstance(props.nodeClass, new object[] {

View File

@ -38,9 +38,19 @@ namespace Rimworld_Animations
* Set Render Node to absolute position
*/
if (node.Props is PawnRenderNodeProperties_GraphicVariants graphicVariantProp
&& graphicVariantProp.absolutePosition)
&& graphicVariantProp.absoluteTransform)
{
matrix = parms.matrix;
//absolute transform -- just use the node's transform, not its ancestors
node.GetTransform(parms, out Vector3 offset, out Vector3 pivot, out Quaternion quaternion, out Vector3 scale);
if (offset != Vector3.zero) matrix *= Matrix4x4.Translate(offset);
if (pivot != Vector3.zero) matrix *= Matrix4x4.Translate(pivot);
if (quaternion != Quaternion.identity) matrix *= Matrix4x4.Rotate(quaternion);
if (scale != Vector3.one) matrix *= Matrix4x4.Scale(scale);
if (pivot != Vector3.zero) matrix *= Matrix4x4.Translate(scale).inverse;
float num = node.Worker.AltitudeFor(node, parms);
if (num != 0f)
{

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@ -0,0 +1,26 @@
using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using System.Threading.Tasks;
using Verse;
namespace Rimworld_Animations
{
public class PawnRenderNodeProperties_GraphicHediffVariants : PawnRenderNodeProperties_GraphicVariants
{
public List<TexPathVariants_Hediff> hediffVariants;
}
public class TexPathVariants_Hediff
{
public List<HediffDef> hediffs;
public TexPathVariantsDef texPathVariantsDef;
}
}

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@ -0,0 +1,15 @@
using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using System.Threading.Tasks;
namespace Rimworld_Animations
{
public class PawnRenderNodeWorker_GraphicHediffVariants : PawnRenderNodeWorker_GraphicVariants
{
//same functionality as graphicvariants worker
//just here for readability
}
}

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@ -0,0 +1,67 @@
using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using System.Threading.Tasks;
using Verse;
namespace Rimworld_Animations
{
public class PawnRenderNode_GraphicHediffVariants : PawnRenderNode_GraphicVariants
{
protected new PawnRenderNodeProperties_GraphicHediffVariants props;
private HediffDef curHediff;
public PawnRenderNode_GraphicHediffVariants(Pawn pawn, PawnRenderNodeProperties props, PawnRenderTree tree) : base(pawn, props, tree)
{
this.props = (PawnRenderNodeProperties_GraphicHediffVariants)props;
}
protected override Dictionary<int, Graphic> GraphicVariantsFor(Pawn pawn)
{
//for each different hediff-based texpathvariants,
foreach (TexPathVariants_Hediff texPathVariant_Hediff in props.hediffVariants)
{
//for all the hediffs corresponding to that texpathvariant,
foreach (HediffDef hediffDef in texPathVariant_Hediff.hediffs)
{
//if the pawn has that hediff,
if (pawn.health.hediffSet.hediffs.Any((Hediff hediff) => hediff.def == hediffDef))
{
//return that specific variant
curHediff = hediff.def;
return GenerateVariants(pawn, texPathVariant_Hediff.texPathVariantsDef);
}
}
}
//otherwise just use default
curHediff = null;
return base.GraphicVariantsFor(pawn);
}
protected override void EnsureMaterialsInitialized()
{
//if pawn no longer has the hediff,
if (curHediff == null ||
(this.tree.pawn.health?.hediffSet?.hediffs is List<Hediff> hediffs
&& hediffs.Any((Hediff hediff) => hediff.def == curHediff)))
{
//redo graphicvariantsfor
variants = GraphicVariantsFor(this.tree.pawn);
}
base.EnsureMaterialsInitialized();
}
}
}

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@ -10,8 +10,8 @@ namespace Rimworld_Animations
public class PawnRenderNodeProperties_GraphicVariants : PawnRenderNodeProperties
{
public List<string> texPathVariants;
public bool absolutePosition = false;
public TexPathVariantsDef texPathVariantsDef;
public bool absoluteTransform = false;
}
}

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@ -30,14 +30,14 @@ namespace Rimworld_Animations
//if node is animating, and is a graphic variant type of node
if ((node.AnimationWorker is AnimationWorker_KeyframesExtended extendedAnimWorker)
//and node is one with graphic variants
&& (node is PawnRenderNode_GraphicVariants nodeWithGraphicVariants)
//and texpathvariant is set
&& extendedAnimWorker.TexPathVariantAtTick(node.tree.AnimationTick) != null)
{
//if node has a graphic variant,
int variant = (int)extendedAnimWorker.TexPathVariantAtTick(node.tree.AnimationTick);
//return the variant
return GetMaterialVariant(nodeWithGraphicVariants, parms, variant);
return GetMaterialVariant(nodeWithGraphicVariants, parms, (int)extendedAnimWorker.TexPathVariantAtTick(node.tree.AnimationTick));
}
//otherwise return original texture

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@ -11,8 +11,8 @@ namespace Rimworld_Animations
public class PawnRenderNode_GraphicVariants : PawnRenderNode
{
private new PawnRenderNodeProperties_GraphicVariants props;
private Dictionary<int, Graphic> variants;
protected new PawnRenderNodeProperties_GraphicVariants props;
protected Dictionary<int, Graphic> variants;
public Graphic getGraphicVariant(int variant)
{
@ -38,14 +38,22 @@ namespace Rimworld_Animations
protected virtual Dictionary<int, Graphic> GraphicVariantsFor(Pawn pawn)
{
return GenerateVariants(pawn, props.texPathVariantsDef);
}
protected Dictionary<int, Graphic> GenerateVariants(Pawn pawn, TexPathVariantsDef texPathVariants)
{
Dictionary<int, Graphic> variantGraphics = new Dictionary<int, Graphic>();
Shader shader = this.ShaderFor(pawn);
//for each graphic variant
for (int i = 0; i < props.texPathVariants.Count; i++)
for (int i = 0; i < texPathVariants.variants.Count; i++)
{
//get new graphic
Graphic variant = GraphicDatabase.Get<Graphic_Multi>(props.texPathVariants[i], shader, Vector2.one, this.ColorFor(pawn));
Graphic variant = GraphicDatabase.Get<Graphic_Multi>(texPathVariants.variants[i], this.ShaderFor(pawn), Vector2.one, this.ColorFor(pawn));
//add it to the variants dictionary; i + 1 for easier readability in logs
variantGraphics.Add(i + 1, variant);
@ -53,6 +61,7 @@ namespace Rimworld_Animations
}
return variantGraphics;
}

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@ -0,0 +1,16 @@
using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using System.Threading.Tasks;
using Verse;
namespace Rimworld_Animations
{
public class TexPathVariantsDef : Def
{
public List<string> variants;
}
}

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@ -112,9 +112,13 @@
<Compile Include="1.5\Source\Patches\RJWPatches\JobDrivers\HarmonyPatch_JobDriver_SexBaseInitiator.cs" />
<Compile Include="1.5\Source\Patches\RJWPatches\JobDrivers\SexBaseReceivers\HarmonyPatch_JobDriver_SexBaseReceiverRaped.cs" />
<Compile Include="1.5\Source\Patches\RJWPatches\JobDrivers\SexBaseReceivers\HarmonyPatch_JobDriver_SexBaseReceiverLoved.cs" />
<Compile Include="1.5\Source\PawnRenderNode\GraphicHediffVariants\PawnRenderNodeProperties_GraphicHediffVariants.cs" />
<Compile Include="1.5\Source\PawnRenderNode\GraphicHediffVariants\PawnRenderNodeWorker_GraphicHediffVariants.cs" />
<Compile Include="1.5\Source\PawnRenderNode\GraphicHediffVariants\PawnRenderNode_GraphicHediffVariants.cs" />
<Compile Include="1.5\Source\PawnRenderNode\GraphicVariants\PawnRenderNodeProperties_GraphicVariants.cs" />
<Compile Include="1.5\Source\PawnRenderNode\GraphicVariants\PawnRenderNodeWorker_GraphicVariants.cs" />
<Compile Include="1.5\Source\PawnRenderNode\GraphicVariants\PawnRenderNode_GraphicVariants.cs" />
<Compile Include="1.5\Source\PawnRenderNode\TexPathVariants.cs" />
<Compile Include="1.5\Source\RenderSubWorkers\PawnRenderSubWorker_ChangeOffset.cs" />
<Compile Include="1.5\Source\Settings\AnimationSettings.cs" />
<Compile Include="1.5\Source\Utilities\AnimationUtility.cs" />
@ -126,11 +130,17 @@
<Content Include="1.5\Assemblies\RJW.dll" />
<Content Include="1.5\Defs\AnimationDefs\TestAnimation1.xml" />
<Content Include="1.5\Defs\AnimationDefs\TestAnimation2.xml" />
<Content Include="1.5\Defs\AnimationPropDefs\AnimationPropDef.xml" />
<Content Include="1.5\Defs\AnimationPropDefs\AnimationPropDef_Xray_Inside.xml" />
<Content Include="1.5\Defs\AnimationPropDefs\AnimationPropDef_Banana.xml" />
<Content Include="1.5\Defs\AnimationPropDefs\AnimationPropDef_Xray_Penis.xml" />
<Content Include="1.5\Defs\GroupAnimationDefs\TestGroupAnimation1.xml" />
<Content Include="1.5\Defs\MainTabDefs\MainButtonDef.xml" />
<Content Include="1.5\Defs\OffsetDefs\OffsetDef_GroinToAppropriateHeight.xml" />
<Content Include="1.5\Defs\SoundDefs\Sounds_Sex.xml" />
<Content Include="1.5\Defs\TexPathVariantsDefs\TexPathVariants_Cat.xml" />
<Content Include="1.5\Defs\TexPathVariantsDefs\TexPathVariants_Xray_Inside.xml" />
<Content Include="1.5\Defs\TexPathVariantsDefs\TexPathVariants_XrayPenis_Horse.xml" />
<Content Include="1.5\Defs\TexPathVariantsDefs\TexPathVariants_XrayPenis_Human.xml" />
<Content Include="1.5\Patches\AnimationPatchHSK.xml" />
<Content Include="1.5\Patches\AnimationPatch_CompExtendedAnimator.xml" />
<Content Include="1.5\Patches\AnimationPatch_PawnRenderTree_OffsetSubWorker.xml" />