added hediff-based graphic variants
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@ -100,7 +100,7 @@
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</li>
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<li>
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<key>RenderNodeTag_Banana</key>
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<key>RenderNodeTag_Xray_Inside</key>
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<value>
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<workerClass>Rimworld_Animations.AnimationWorker_KeyframesExtended</workerClass>
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<keyframes>
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@ -1,52 +0,0 @@
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<?xml version="1.0" encoding="utf-8" ?>
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<Defs>
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<PawnRenderNodeTagDef>
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<defName>RenderNodeTag_Banana</defName>
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</PawnRenderNodeTagDef>
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<Rimworld_Animations.AnimationPropDef>
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<defName>AnimationProp_Banana</defName>
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<!-- Note: props always return graphic_multi; set cardinal textures to blank and only north in anim if only one tex-->
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<!-- or draw east, south, and west directions, use them in animations? -->
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<animPropProperties Class="Rimworld_Animations.PawnRenderNodeProperties_GraphicVariants">
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<debugLabel>AnimProp_Banana</debugLabel>
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<nodeClass>Rimworld_Animations.PawnRenderNode_GraphicVariants</nodeClass>
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<workerClass>Rimworld_Animations.PawnRenderNodeWorker_GraphicVariants</workerClass>
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<tagDef>RenderNodeTag_Banana</tagDef>
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<parentTagDef>Body</parentTagDef>
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<texPath>AnimationProps/Banana/Banana</texPath>
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<!-- for height -->
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<overlayLayer>Head</overlayLayer>
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<baseLayer>95</baseLayer>
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<texPathVariants>
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<li>AnimationProps/Cat/Cat1</li>
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<li>AnimationProps/Cat/Cat2</li>
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</texPathVariants>
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<absolutePosition>True</absolutePosition>
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</animPropProperties>
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</Rimworld_Animations.AnimationPropDef>
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<PawnRenderNodeTagDef>
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<defName>RenderNodeTag_Genitals</defName>
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</PawnRenderNodeTagDef>
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<Rimworld_Animations.AnimationPropDef>
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<defName>AnimationProp_Genitals</defName>
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<animPropProperties>
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<debugLabel>AnimProp_Genitals</debugLabel>
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<useGraphic>false</useGraphic>
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<tagDef>RenderNodeTag_Genitals</tagDef>
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<parentTagDef>Body</parentTagDef>
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<!-- for height -->
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<overlayLayer>Head</overlayLayer>
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<baseLayer>95</baseLayer>
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</animPropProperties>
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</Rimworld_Animations.AnimationPropDef>
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</Defs>
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@ -0,0 +1,18 @@
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<?xml version="1.0" encoding="utf-8" ?>
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<Defs>
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<PawnRenderNodeTagDef>
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<defName>RenderNodeTag_Banana</defName>
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</PawnRenderNodeTagDef>
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<Rimworld_Animations.AnimationPropDef>
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<defName>AnimationProp_Banana</defName>
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<animPropProperties>
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<debugLabel>Banana</debugLabel>
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<tagDef>RenderNodeTag_Banana</tagDef>
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<parentTagDef>Body</parentTagDef>
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<texPath>AnimationProps/Banana/Banana</texPath>
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<overlayLayer>Head</overlayLayer>
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<baseLayer>95</baseLayer>
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</animPropProperties>
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</Rimworld_Animations.AnimationPropDef>
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</Defs>
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@ -0,0 +1,24 @@
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<?xml version="1.0" encoding="utf-8" ?>
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<Defs>
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<PawnRenderNodeTagDef>
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<defName>RenderNodeTag_Xray_Inside</defName>
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</PawnRenderNodeTagDef>
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<Rimworld_Animations.AnimationPropDef>
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<defName>AnimationProp_Xray_Inside</defName>
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<animPropProperties Class="Rimworld_Animations.PawnRenderNodeProperties_GraphicVariants">
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<debugLabel>Xray Inside</debugLabel>
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<nodeClass>Rimworld_Animations.PawnRenderNode_GraphicVariants</nodeClass>
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<workerClass>Rimworld_Animations.PawnRenderNodeWorker_GraphicVariants</workerClass>
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<tagDef>RenderNodeTag_Xray_Inside</tagDef>
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<absoluteTransform>True</absoluteTransform>
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<parentTagDef>Body</parentTagDef>
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<!-- for height -->
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<overlayLayer>Head</overlayLayer>
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<baseLayer>95</baseLayer>
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<texPathVariantsDef>TexPathVariants_Xray_Inside</texPathVariantsDef>
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</animPropProperties>
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</Rimworld_Animations.AnimationPropDef>
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</Defs>
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@ -0,0 +1,35 @@
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<?xml version="1.0" encoding="utf-8" ?>
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<Defs>
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<PawnRenderNodeTagDef>
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<defName>RenderNodeTag_Xray_Penis</defName>
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</PawnRenderNodeTagDef>
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<Rimworld_Animations.AnimationPropDef>
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<defName>AnimationProp_Penis</defName>
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<animPropProperties Class="Rimworld_Animations.PawnRenderNodeProperties_GraphicHediffVariants">
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<debugLabel>Xray Penis</debugLabel>
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<nodeClass>Rimworld_Animations.PawnRenderNode_GraphicHediffVariants</nodeClass>
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<workerClass>Rimworld_Animations.PawnRenderNodeWorker_GraphicHediffVariants</workerClass>
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<tagDef>RenderNodeTag_Xray_Penis</tagDef>
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<parentTagDef>Body</parentTagDef>
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<texPath>AnimationProps/Banana/Banana</texPath>
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<!-- for height -->
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<overlayLayer>Head</overlayLayer>
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<baseLayer>95</baseLayer>
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<absoluteTransform>True</absoluteTransform>
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<!-- Default value if no hediff variant is found -->
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<texPathVariantsDef>TexPathVariants_XrayPenis_Human</texPathVariantsDef>
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<!-- select different hediff variants if applicable -->
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<hediffVariants>
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<li>
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<hediffs>
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<li>HorsePenis</li>
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<li>RaccoonPenis</li>
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</hediffs>
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<texPathVariantsDef>TexPathVariants_XrayPenis_Horse</texPathVariantsDef>
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</li>
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</hediffVariants>
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</animPropProperties>
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</Rimworld_Animations.AnimationPropDef>
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</Defs>
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@ -0,0 +1,11 @@
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<?xml version="1.0" encoding="utf-8" ?>
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<Defs>
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<Rimworld_Animations.TexPathVariantsDef>
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<defName>TexPathVariants_Cat</defName>
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<variants>
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<li>AnimationProps/Cat/Cat1</li><!-- variant 1 in animation -->
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<li>AnimationProps/Cat/Cat2</li><!-- variant 2 in animation -->
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</variants>
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</Rimworld_Animations.TexPathVariantsDef>
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</Defs>
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@ -0,0 +1,13 @@
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<?xml version="1.0" encoding="utf-8" ?>
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<Defs>
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<Rimworld_Animations.TexPathVariantsDef>
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<defName>TexPathVariants_XrayPenis_Horse</defName>
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<variants>
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<li>AnimationProps/Cat/Cat1</li>
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<!-- variant 1 in animation -->
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<li>AnimationProps/Cat/Cat2</li>
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<!-- variant 2 in animation -->
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</variants>
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</Rimworld_Animations.TexPathVariantsDef>
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</Defs>
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<?xml version="1.0" encoding="utf-8" ?>
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<Defs>
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<Rimworld_Animations.TexPathVariantsDef>
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<defName>TexPathVariants_XrayPenis_Human</defName>
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<variants>
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<li>AnimationProps/Cat/Cat1</li>
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<!-- variant 1 in animation -->
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<li>AnimationProps/Cat/Cat2</li>
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<!-- variant 2 in animation -->
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</variants>
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</Rimworld_Animations.TexPathVariantsDef>
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</Defs>
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<?xml version="1.0" encoding="utf-8" ?>
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<Defs>
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<Rimworld_Animations.TexPathVariantsDef>
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<defName>TexPathVariants_Xray_Inside</defName>
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<variants>
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<li>AnimationProps/Cat/Cat1</li>
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<!-- variant 1 in animation -->
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<li>AnimationProps/Cat/Cat2</li>
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<!-- variant 2 in animation -->
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</variants>
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</Rimworld_Animations.TexPathVariantsDef>
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</Defs>
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@ -153,6 +153,12 @@ namespace Rimworld_Animations {
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{
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PawnRenderNodeProperties props = animationProp.animPropProperties;
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Log.Message("Texpath of prop:" + props.texPath);
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if (props.texPath.NullOrEmpty())
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{
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Log.Message("Setting default texture");
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props.texPath = "AnimationProps/Banana/Banana";
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}
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//create new render node
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PawnRenderNode animRenderNode = (PawnRenderNode)Activator.CreateInstance(props.nodeClass, new object[] {
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@ -38,9 +38,19 @@ namespace Rimworld_Animations
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* Set Render Node to absolute position
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*/
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if (node.Props is PawnRenderNodeProperties_GraphicVariants graphicVariantProp
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&& graphicVariantProp.absolutePosition)
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&& graphicVariantProp.absoluteTransform)
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{
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matrix = parms.matrix;
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//absolute transform -- just use the node's transform, not its ancestors
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node.GetTransform(parms, out Vector3 offset, out Vector3 pivot, out Quaternion quaternion, out Vector3 scale);
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if (offset != Vector3.zero) matrix *= Matrix4x4.Translate(offset);
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if (pivot != Vector3.zero) matrix *= Matrix4x4.Translate(pivot);
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if (quaternion != Quaternion.identity) matrix *= Matrix4x4.Rotate(quaternion);
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if (scale != Vector3.one) matrix *= Matrix4x4.Scale(scale);
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if (pivot != Vector3.zero) matrix *= Matrix4x4.Translate(scale).inverse;
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float num = node.Worker.AltitudeFor(node, parms);
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if (num != 0f)
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{
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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 Verse;
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namespace Rimworld_Animations
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{
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public class PawnRenderNodeProperties_GraphicHediffVariants : PawnRenderNodeProperties_GraphicVariants
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{
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public List<TexPathVariants_Hediff> hediffVariants;
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}
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public class TexPathVariants_Hediff
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{
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public List<HediffDef> hediffs;
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public TexPathVariantsDef texPathVariantsDef;
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}
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}
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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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namespace Rimworld_Animations
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{
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public class PawnRenderNodeWorker_GraphicHediffVariants : PawnRenderNodeWorker_GraphicVariants
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{
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//same functionality as graphicvariants worker
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//just here for readability
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}
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}
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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 Verse;
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namespace Rimworld_Animations
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{
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public class PawnRenderNode_GraphicHediffVariants : PawnRenderNode_GraphicVariants
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{
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protected new PawnRenderNodeProperties_GraphicHediffVariants props;
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private HediffDef curHediff;
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public PawnRenderNode_GraphicHediffVariants(Pawn pawn, PawnRenderNodeProperties props, PawnRenderTree tree) : base(pawn, props, tree)
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{
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this.props = (PawnRenderNodeProperties_GraphicHediffVariants)props;
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}
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protected override Dictionary<int, Graphic> GraphicVariantsFor(Pawn pawn)
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{
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//for each different hediff-based texpathvariants,
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foreach (TexPathVariants_Hediff texPathVariant_Hediff in props.hediffVariants)
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{
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//for all the hediffs corresponding to that texpathvariant,
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foreach (HediffDef hediffDef in texPathVariant_Hediff.hediffs)
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{
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//if the pawn has that hediff,
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if (pawn.health.hediffSet.hediffs.Any((Hediff hediff) => hediff.def == hediffDef))
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{
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//return that specific variant
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curHediff = hediff.def;
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return GenerateVariants(pawn, texPathVariant_Hediff.texPathVariantsDef);
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}
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}
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}
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//otherwise just use default
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curHediff = null;
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return base.GraphicVariantsFor(pawn);
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}
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protected override void EnsureMaterialsInitialized()
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{
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//if pawn no longer has the hediff,
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if (curHediff == null ||
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(this.tree.pawn.health?.hediffSet?.hediffs is List<Hediff> hediffs
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&& hediffs.Any((Hediff hediff) => hediff.def == curHediff)))
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{
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//redo graphicvariantsfor
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variants = GraphicVariantsFor(this.tree.pawn);
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}
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base.EnsureMaterialsInitialized();
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}
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}
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}
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@ -10,8 +10,8 @@ namespace Rimworld_Animations
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public class PawnRenderNodeProperties_GraphicVariants : PawnRenderNodeProperties
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{
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public List<string> texPathVariants;
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public bool absolutePosition = false;
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public TexPathVariantsDef texPathVariantsDef;
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public bool absoluteTransform = false;
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}
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}
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//if node is animating, and is a graphic variant type of node
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if ((node.AnimationWorker is AnimationWorker_KeyframesExtended extendedAnimWorker)
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//and node is one with graphic variants
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&& (node is PawnRenderNode_GraphicVariants nodeWithGraphicVariants)
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//and texpathvariant is set
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&& extendedAnimWorker.TexPathVariantAtTick(node.tree.AnimationTick) != null)
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{
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//if node has a graphic variant,
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int variant = (int)extendedAnimWorker.TexPathVariantAtTick(node.tree.AnimationTick);
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//return the variant
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return GetMaterialVariant(nodeWithGraphicVariants, parms, variant);
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return GetMaterialVariant(nodeWithGraphicVariants, parms, (int)extendedAnimWorker.TexPathVariantAtTick(node.tree.AnimationTick));
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}
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//otherwise return original texture
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public class PawnRenderNode_GraphicVariants : PawnRenderNode
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{
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private new PawnRenderNodeProperties_GraphicVariants props;
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private Dictionary<int, Graphic> variants;
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protected new PawnRenderNodeProperties_GraphicVariants props;
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protected Dictionary<int, Graphic> variants;
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public Graphic getGraphicVariant(int variant)
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{
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protected virtual Dictionary<int, Graphic> GraphicVariantsFor(Pawn pawn)
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{
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return GenerateVariants(pawn, props.texPathVariantsDef);
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}
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protected Dictionary<int, Graphic> GenerateVariants(Pawn pawn, TexPathVariantsDef texPathVariants)
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{
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Dictionary<int, Graphic> variantGraphics = new Dictionary<int, Graphic>();
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Shader shader = this.ShaderFor(pawn);
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//for each graphic variant
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for (int i = 0; i < props.texPathVariants.Count; i++)
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for (int i = 0; i < texPathVariants.variants.Count; i++)
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{
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//get new graphic
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Graphic variant = GraphicDatabase.Get<Graphic_Multi>(props.texPathVariants[i], shader, Vector2.one, this.ColorFor(pawn));
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Graphic variant = GraphicDatabase.Get<Graphic_Multi>(texPathVariants.variants[i], this.ShaderFor(pawn), Vector2.one, this.ColorFor(pawn));
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//add it to the variants dictionary; i + 1 for easier readability in logs
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variantGraphics.Add(i + 1, variant);
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}
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return variantGraphics;
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}
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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 Verse;
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namespace Rimworld_Animations
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{
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public class TexPathVariantsDef : Def
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{
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public List<string> variants;
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}
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}
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<Compile Include="1.5\Source\Patches\RJWPatches\JobDrivers\HarmonyPatch_JobDriver_SexBaseInitiator.cs" />
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<Compile Include="1.5\Source\Patches\RJWPatches\JobDrivers\SexBaseReceivers\HarmonyPatch_JobDriver_SexBaseReceiverRaped.cs" />
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<Compile Include="1.5\Source\Patches\RJWPatches\JobDrivers\SexBaseReceivers\HarmonyPatch_JobDriver_SexBaseReceiverLoved.cs" />
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<Compile Include="1.5\Source\PawnRenderNode\GraphicHediffVariants\PawnRenderNodeProperties_GraphicHediffVariants.cs" />
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<Compile Include="1.5\Source\PawnRenderNode\GraphicHediffVariants\PawnRenderNodeWorker_GraphicHediffVariants.cs" />
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<Compile Include="1.5\Source\PawnRenderNode\GraphicHediffVariants\PawnRenderNode_GraphicHediffVariants.cs" />
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<Compile Include="1.5\Source\PawnRenderNode\GraphicVariants\PawnRenderNodeProperties_GraphicVariants.cs" />
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<Compile Include="1.5\Source\PawnRenderNode\GraphicVariants\PawnRenderNodeWorker_GraphicVariants.cs" />
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<Compile Include="1.5\Source\PawnRenderNode\GraphicVariants\PawnRenderNode_GraphicVariants.cs" />
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<Compile Include="1.5\Source\PawnRenderNode\TexPathVariants.cs" />
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<Compile Include="1.5\Source\RenderSubWorkers\PawnRenderSubWorker_ChangeOffset.cs" />
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<Compile Include="1.5\Source\Settings\AnimationSettings.cs" />
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<Compile Include="1.5\Source\Utilities\AnimationUtility.cs" />
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<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" />
|
||||
|
|
Loading…
Reference in New Issue