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HAR compatibility
-scaling fix
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8bc5884d39
commit
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2 changed files with 12 additions and 8 deletions
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@ -88,10 +88,13 @@ namespace Rimworld_Animations {
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float moffsetX = 0.42f;
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float moffsetX = 0.42f;
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float moffsetZ = -0.22f;
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float moffsetZ = -0.22f;
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float layerOffset = offset?.layerOffset ?? ba.layerOffset;
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float moffsetY = ba.inFrontOfBody ? 0.3f + ba.layerOffset : -0.3f - ba.layerOffset;
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float moffsetY = ba.inFrontOfBody ? 0.3f + ba.layerOffset : -0.3f - ba.layerOffset;
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float num = ba.angle;
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float num = ba.angle;
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if ((ba.drawnInBed || ba.alignWithHead ? pawnAnimator.headFacing : rotation) == Rot4.North) {
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if (((ba.drawnInBed || ba.alignWithHead) ? pawnAnimator.headFacing : rotation) == Rot4.North) {
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moffsetX = 0f;
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moffsetX = 0f;
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if (ba.layerInvert)
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if (ba.layerInvert)
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moffsetY = -moffsetY;
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moffsetY = -moffsetY;
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@ -100,10 +103,8 @@ namespace Rimworld_Animations {
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num = 0;
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num = 0;
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}
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}
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moffsetX += bodyOffset.x + crownOffset.x;
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moffsetZ += bodyOffset.y + crownOffset.y;
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if ((ba.drawnInBed || ba.alignWithHead ? pawnAnimator.headFacing : rotation) == Rot4.East) {
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if (((ba.drawnInBed || ba.alignWithHead) ? pawnAnimator.headFacing : rotation) == Rot4.East) {
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moffsetX = -moffsetX;
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moffsetX = -moffsetX;
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num = -num; //Angle
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num = -num; //Angle
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}
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}
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@ -113,6 +114,9 @@ namespace Rimworld_Animations {
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//Angle calculation to not pick the shortest, taken from Quaternion.Angle and modified
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//Angle calculation to not pick the shortest, taken from Quaternion.Angle and modified
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//assume drawnInBed means headAddon
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//assume drawnInBed means headAddon
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Graphic addonGraphic = alienComp.addonGraphics[i];
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addonGraphic.drawSize = (portrait && ba.drawSizePortrait != Vector2.zero ? ba.drawSizePortrait : ba.drawSize) * (ba.scaleWithPawnDrawsize ? alienComp.customDrawSize : Vector2.one) * 1.5f;
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if (ba.drawnInBed || ba.alignWithHead && pawn.TryGetComp<CompBodyAnimator>() != null && pawn.TryGetComp<CompBodyAnimator>().isAnimating) {
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if (ba.drawnInBed || ba.alignWithHead && pawn.TryGetComp<CompBodyAnimator>() != null && pawn.TryGetComp<CompBodyAnimator>().isAnimating) {
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Quaternion headQuatInAnimation = Quaternion.AngleAxis(pawnAnimator.headAngle, Vector3.up);
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Quaternion headQuatInAnimation = Quaternion.AngleAxis(pawnAnimator.headAngle, Vector3.up);
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@ -120,8 +124,8 @@ namespace Rimworld_Animations {
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Vector3 headPositionInAnimation = pawnAnimator.getPawnHeadPosition() - pawn.Drawer.renderer.BaseHeadOffsetAt(pawnAnimator.headFacing).RotatedBy(angle: Mathf.Acos(f: Quaternion.Dot(a: Quaternion.identity, b: headQuatInAnimation)) * 2f * 57.29578f);
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Vector3 headPositionInAnimation = pawnAnimator.getPawnHeadPosition() - pawn.Drawer.renderer.BaseHeadOffsetAt(pawnAnimator.headFacing).RotatedBy(angle: Mathf.Acos(f: Quaternion.Dot(a: Quaternion.identity, b: headQuatInAnimation)) * 2f * 57.29578f);
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GenDraw.DrawMeshNowOrLater(mesh: alienComp.addonGraphics[index: i].MeshAt(rot: headRotInAnimation), loc: headPositionInAnimation + offsetVector.RotatedBy(angle: Mathf.Acos(f: Quaternion.Dot(a: Quaternion.identity, b: headQuatInAnimation)) * 2f * 57.29578f),
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GenDraw.DrawMeshNowOrLater(mesh: addonGraphic.MeshAt(rot: headRotInAnimation), loc: headPositionInAnimation + offsetVector.RotatedBy(angle: Mathf.Acos(f: Quaternion.Dot(a: Quaternion.identity, b: headQuatInAnimation)) * 2f * 57.29578f),
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quat: Quaternion.AngleAxis(angle: num, axis: Vector3.up) * headQuatInAnimation, mat: alienComp.addonGraphics[index: i].MatAt(rot: pawnAnimator.headFacing), drawNow: portrait);
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quat: Quaternion.AngleAxis(angle: num, axis: Vector3.up) * headQuatInAnimation, mat: addonGraphic.MatAt(rot: pawnAnimator.headFacing), drawNow: portrait);
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}
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}
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@ -132,8 +136,8 @@ namespace Rimworld_Animations {
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addonRotation = Quaternion.AngleAxis(angle: pawnAnimator.genitalAngle, axis: Vector3.up);
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addonRotation = Quaternion.AngleAxis(angle: pawnAnimator.genitalAngle, axis: Vector3.up);
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}
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}
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GenDraw.DrawMeshNowOrLater(mesh: alienComp.addonGraphics[index: i].MeshAt(rot: rotation), loc: vector + offsetVector.RotatedBy(angle: Mathf.Acos(f: Quaternion.Dot(a: Quaternion.identity, b: quat)) * 2f * 57.29578f),
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GenDraw.DrawMeshNowOrLater(mesh: addonGraphic.MeshAt(rot: rotation), loc: vector + offsetVector.RotatedBy(angle: Mathf.Acos(f: Quaternion.Dot(a: Quaternion.identity, b: quat)) * 2f * 57.29578f),
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quat: Quaternion.AngleAxis(angle: num, axis: Vector3.up) * addonRotation, mat: alienComp.addonGraphics[index: i].MatAt(rot: rotation), drawNow: portrait);
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quat: Quaternion.AngleAxis(angle: num, axis: Vector3.up) * addonRotation, mat: addonGraphic.MatAt(rot: rotation), drawNow: portrait);
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}
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}
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