patch for graphic variant workers not rendering at all

This commit is contained in:
c0ffee 2024-05-03 08:43:34 -07:00
parent 775d3d913e
commit 7596fe86c6
4 changed files with 4 additions and 14 deletions

View File

@ -35,9 +35,7 @@ namespace Rimworld_Animations {
{ {
if (RJWAnimationSettings.debugMode) if (RJWAnimationSettings.debugMode)
{ {
Log.Message("1");
Log.Message("Participant: " + participant.Name); Log.Message("Participant: " + participant.Name);
Log.Message("2");
Log.Message("JobDriver: " + participant.CurJobDef.defName); Log.Message("JobDriver: " + participant.CurJobDef.defName);
} }

View File

@ -31,13 +31,6 @@ namespace Rimworld_Animations
return true; return true;
} }
//set graphic variant nodes to invisible when not animating
if (node is PawnRenderNode_GraphicVariants)
{
__result = false;
return false;
}
return true; return true;
} }

View File

@ -18,14 +18,13 @@ namespace Rimworld_Animations
if (parms.Portrait) return false; if (parms.Portrait) return false;
//don't draw if not visible at tick //don't draw if not visible at tick
if (node.AnimationWorker is AnimationWorker_KeyframesExtended extendedAnimator if (node.AnimationWorker is AnimationWorker_KeyframesExtended extendedAnimator)
&& !extendedAnimator.visibleAtTick(node.tree.AnimationTick))
{ {
return false; return extendedAnimator.visibleAtTick(node.tree.AnimationTick);
} }
//don't draw at all if not animating
return true; return false;
} }
protected override Material GetMaterial(PawnRenderNode node, PawnDrawParms parms) protected override Material GetMaterial(PawnRenderNode node, PawnDrawParms parms)
{ {