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319979b0f3
Author | SHA1 | Date |
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c0ffee | 319979b0f3 | |
c0ffee | 9290ea05c4 | |
c0ffee | 24ed24989f | |
c0ffee | bbc5effe88 | |
c0ffee | 3cc7985515 |
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@ -2,7 +2,7 @@
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|||
<Defs>
|
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<AnimationDef>
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||||
<defName>TestAnimation2</defName>
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<durationTicks>120</durationTicks>
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<durationTicks>400</durationTicks>
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<startOnRandomTick>False</startOnRandomTick>
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<playWhenDowned>False</playWhenDowned>
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@ -13,32 +13,35 @@
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<workerClass>Rimworld_Animations.AnimationWorker_KeyframesExtended</workerClass>
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<keyframes>
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<li Class="Rimworld_Animations.ExtendedKeyframe">
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<offset>(1, 0, 0)</offset>
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<tick>0</tick>
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<angle>0</angle>
|
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<rotation>North</rotation>
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<rotation>South</rotation>
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</li>
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<li Class="Rimworld_Animations.ExtendedKeyframe">
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<offset>(0, 0, 0)</offset>
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<tick>30</tick>
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<angle>15</angle>
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<rotation>North</rotation>
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<tick>100</tick>
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<angle>45</angle>
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<rotation>South</rotation>
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</li>
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<li Class="Rimworld_Animations.ExtendedKeyframe">
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<offset>(-1, 0, 0)</offset>
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<tick>60</tick>
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<tick>0</tick>
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<offset>(-0.73, 0, -0.02)</offset>
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<angle>0</angle>
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<rotation>North</rotation>
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<rotation>East</rotation>
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</li>
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<li Class="Rimworld_Animations.ExtendedKeyframe">
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<offset>(0, 0, 0)</offset>
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<tick>90</tick>
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<angle>-15</angle>
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<rotation>North</rotation>
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<tick>200</tick>
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<angle>90</angle>
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<rotation>South</rotation>
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</li>
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<li Class="Rimworld_Animations.ExtendedKeyframe">
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<tick>300</tick>
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<angle>135</angle>
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<rotation>South</rotation>
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</li>
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</keyframes>
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</value>
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</li>
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<!--
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<li>
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<key>Head</key>
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<value>
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@ -67,6 +70,7 @@
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</keyframes>
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</value>
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</li>
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-->
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</animationParts>
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</AnimationDef>
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</Defs>
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|
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@ -10,16 +10,16 @@
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<li>
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<probability>3</probability>
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<animationDefs>
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<li>TestAnimation3</li>
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<li>TestAnimation3</li>
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<li>TestAnimation2</li>
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<li>TestAnimation2</li>
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</animationDefs>
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</li>
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<li>
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<probability>1</probability>
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<animationDefs>
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<li>TestAnimation3</li>
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<li>TestAnimation3</li>
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<li>TestAnimation2</li>
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<li>TestAnimation2</li>
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</animationDefs>
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</li>
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</loopOptions>
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@ -197,6 +197,12 @@ namespace Rimworld_Animations {
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PawnRenderNodeProperties props = animationProp.animPropProperties;
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if (props.texPath.NullOrEmpty())
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{
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props.texPath = "AnimationProps/MissingTexture/MissingTexture";
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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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this.pawn,
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@ -41,7 +41,9 @@ namespace Rimworld_Animations
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}
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}
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/*
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* no longer needed; taken care of by graphic variants
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*
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// For changing texture path of thing to variant
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[HarmonyPatch(typeof(PawnRenderNode), "TexPathFor")]
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public static class HarmonyPatch_PawnRenderNode2
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@ -54,4 +56,6 @@ namespace Rimworld_Animations
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}
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}
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}
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*/
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}
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@ -11,6 +11,7 @@ namespace Rimworld_Animations
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public class PawnRenderNode_BodyTypeVariants : PawnRenderNode_GraphicVariants
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{
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private BodyTypeDef bodyType;
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protected new PawnRenderNodeProperties_BodyTypeVariants props;
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||||
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public PawnRenderNode_BodyTypeVariants(Pawn pawn, PawnRenderNodeProperties props, PawnRenderTree tree) : base(pawn, props, tree)
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|
@ -20,35 +21,39 @@ namespace Rimworld_Animations
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}
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protected override Dictionary<int, Graphic> GraphicVariantsFor(Pawn pawn)
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protected Dictionary<int, Graphic> GraphicBodyTypeVariantsFor(Pawn pawn)
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{
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if (props.bodyTypeVariantsDef == null)
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{
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Log.ErrorOnce("[Anims] Error: Tried to use BodyTypeVariants node, but bodyTypeVariants weren't given", 211341349);
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Log.Error("[Anims] Error: Tried to use BodyTypeVariants node, but bodyTypeVariants weren't given");
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return null;
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}
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//for each different hediff-based texpathvariants,
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foreach (TexPathVariants_BodyType texPathVariant_BodyType in props.bodyTypeVariantsDef)
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{
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if (pawn.story.bodyType == texPathVariant_BodyType.bodyType)
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if (pawn.story?.bodyType == texPathVariant_BodyType.bodyType)
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{
|
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//return that specific variant
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bodyType = texPathVariant_BodyType.bodyType;
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return GenerateVariants(pawn, texPathVariant_BodyType.texPathVariantsDef);
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}
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}
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//otherwise just use default
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return base.GraphicVariantsFor(pawn);
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return null;
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}
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protected override void EnsureMaterialsInitialized()
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{
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variants = GraphicVariantsFor(this.tree.pawn);
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if (variants == null
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|| this.tree.pawn.story?.bodyType != bodyType)
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variants = GraphicBodyTypeVariantsFor(this.tree.pawn);
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//call this in case variants wasn't set, and there is no graphic bodytype variants appropriate; it'll set variants based on default
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base.EnsureMaterialsInitialized();
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}
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|
|
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@ -0,0 +1,33 @@
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using System;
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||||
using System.Collections.Generic;
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||||
using System.Linq;
|
||||
using System.Text;
|
||||
using System.Threading.Tasks;
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using Verse;
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||||
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namespace Rimworld_Animations
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{
|
||||
public class PawnRenderNodeProperties_GraphicHediffSeverityVariants : PawnRenderNodeProperties_GraphicVariants
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{
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||||
|
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public BodyPartDef bodyPart = null;
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||||
public List<HediffWithSeverity> hediffSeverityVariants;
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||||
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}
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public class HediffWithSeverity
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{
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public HediffDef hediff;
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public List<TexPathVariants_Severity> severityVariants;
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}
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||||
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public class TexPathVariants_Severity
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{
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public int severity;
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||||
public TexPathVariantsDef texPathVariantsDef;
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||||
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||||
|
||||
}
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||||
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||||
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||||
}
|
|
@ -0,0 +1,15 @@
|
|||
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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||||
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namespace Rimworld_Animations
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{
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public class PawnRenderNodeWorker_GraphicHediffSeverityVariants : 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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||||
}
|
|
@ -0,0 +1,121 @@
|
|||
using System;
|
||||
using System.Collections.Generic;
|
||||
using System.Linq;
|
||||
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_GraphicHediffSeverityVariants : PawnRenderNode_GraphicVariants
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||||
{
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||||
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||||
protected HediffDef hediffWithSeverity;
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||||
protected float curSeverity;
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||||
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||||
protected new PawnRenderNodeProperties_GraphicHediffSeverityVariants props;
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private HediffDef curHediff;
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public PawnRenderNode_GraphicHediffSeverityVariants(Pawn pawn, PawnRenderNodeProperties props, PawnRenderTree tree) : base(pawn, props, tree)
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{
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this.props = (PawnRenderNodeProperties_GraphicHediffSeverityVariants)props;
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||||
}
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protected Dictionary<int, Graphic> GraphicHediffSeverityVariantsFor(Pawn pawn)
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{
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||||
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||||
|
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if (props.hediffSeverityVariants == null)
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{
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Log.Error("[Anims] Error: Tried to use GraphicBodyPartHediffSeverityVariants node, but hediffSeverityVariants weren't given");
|
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}
|
||||
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||||
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||||
Hediff idealHediff = null;
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HediffWithSeverity idealHediffSeverity = null;
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if (props.bodyPart == null)
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{
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//search the entire body for the hediff because no bodypart was set
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for (int i = 0; i < props.hediffSeverityVariants.Count; i++)
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{
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idealHediff = pawn.health.hediffSet.hediffs.Find((Hediff hediffWithSeverity) =>
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||||
hediffWithSeverity.def == props.hediffSeverityVariants[i].hediff);
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|
||||
if (idealHediff != null)
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{
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//get the ideal hediff severity variants, to iterate through and find the right one for the severity
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idealHediffSeverity = props.hediffSeverityVariants[i];
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||||
break;
|
||||
|
||||
}
|
||||
|
||||
}
|
||||
}
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||||
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else
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{
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//search for a hediff with a specific body part
|
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|
||||
for (int i = 0; i < props.hediffSeverityVariants.Count; i++)
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{
|
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//right hediff with the right hediff and right body part
|
||||
|
||||
idealHediff = pawn.health.hediffSet.hediffs.Find((Hediff hediffWithSeverity) =>
|
||||
hediffWithSeverity.def == props.hediffSeverityVariants[i].hediff
|
||||
&& hediffWithSeverity.Part.def == props.bodyPart);
|
||||
|
||||
if (idealHediff != null) {
|
||||
|
||||
//get the ideal hediff severity variants, to iterate through and find the right one for the severity
|
||||
idealHediffSeverity = props.hediffSeverityVariants[i];
|
||||
break;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
if (idealHediff != null)
|
||||
{
|
||||
//set severity so that recache when this is different
|
||||
curSeverity = idealHediff.Severity;
|
||||
|
||||
//look for the right severity-based texpathvariants
|
||||
TexPathVariants_Severity texPathVariants_Severity = idealHediffSeverity.severityVariants.Find((TexPathVariants_Severity texPathVariants) =>
|
||||
texPathVariants.severity < idealHediff.Severity);
|
||||
|
||||
//if null, assume value is really too small
|
||||
if (texPathVariants_Severity == null)
|
||||
{
|
||||
//return largest value
|
||||
return GenerateVariants(pawn, idealHediffSeverity.severityVariants.First().texPathVariantsDef);
|
||||
}
|
||||
|
||||
//return right severity variants
|
||||
return GenerateVariants(pawn, texPathVariants_Severity.texPathVariantsDef);
|
||||
|
||||
}
|
||||
|
||||
//there is no graphic hediff variants appropriate
|
||||
curHediff = null;
|
||||
return null;
|
||||
|
||||
}
|
||||
|
||||
protected override void EnsureMaterialsInitialized()
|
||||
{
|
||||
//if pawn no longer has the hediff,
|
||||
if (variants == null ||
|
||||
!(this.tree.pawn.health?.hediffSet?.hediffs is List<Hediff> hediffs
|
||||
&& hediffs.Any((Hediff hediff) => hediff.def == curHediff && hediff.Severity == curSeverity)))
|
||||
{
|
||||
//do graphicvariantsfor
|
||||
variants = GraphicHediffSeverityVariantsFor(this.tree.pawn);
|
||||
}
|
||||
|
||||
//call this in case variants wasn't set, and there is no graphic hediff variants appropriate; it'll set variants based on default
|
||||
base.EnsureMaterialsInitialized();
|
||||
}
|
||||
}
|
||||
}
|
|
@ -20,12 +20,12 @@ namespace Rimworld_Animations
|
|||
|
||||
}
|
||||
|
||||
protected override Dictionary<int, Graphic> GraphicVariantsFor(Pawn pawn)
|
||||
protected Dictionary<int, Graphic> GraphicHediffVariantsFor(Pawn pawn)
|
||||
{
|
||||
|
||||
if (props.hediffVariants == null)
|
||||
{
|
||||
Log.ErrorOnce("[Anims] Error: Tried to use GraphicHediffVariants node, but hediffVariants weren't given", 231321349);
|
||||
Log.Error("[Anims] Error: Tried to use GraphicHediffVariants node, but hediffVariants weren't given");
|
||||
return null;
|
||||
}
|
||||
|
||||
|
@ -36,10 +36,10 @@ namespace Rimworld_Animations
|
|||
foreach (HediffDef hediffDef in texPathVariant_Hediff.hediffs)
|
||||
{
|
||||
//if the pawn has that hediff,
|
||||
if (pawn.health.hediffSet.hediffs.Any((Hediff hediff) => hediff.def == hediffDef))
|
||||
if (pawn?.health?.hediffSet?.hediffs is List<Hediff> pawnHediffs && pawnHediffs.Any((Hediff hediff) => hediff.def == hediffDef))
|
||||
{
|
||||
//return that specific variant
|
||||
curHediff = hediff.def;
|
||||
curHediff = hediffDef;
|
||||
return GenerateVariants(pawn, texPathVariant_Hediff.texPathVariantsDef);
|
||||
|
||||
}
|
||||
|
@ -47,27 +47,25 @@ namespace Rimworld_Animations
|
|||
|
||||
}
|
||||
|
||||
//otherwise just use default
|
||||
//there is no graphic hediff variants appropriate
|
||||
curHediff = null;
|
||||
return base.GraphicVariantsFor(pawn);
|
||||
return null;
|
||||
|
||||
}
|
||||
|
||||
protected override void EnsureMaterialsInitialized()
|
||||
{
|
||||
//if pawn no longer has the hediff,
|
||||
if (curHediff == null ||
|
||||
(this.tree.pawn.health?.hediffSet?.hediffs is List<Hediff> hediffs
|
||||
if (variants == 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);
|
||||
//do graphicvariantsfor
|
||||
variants = GraphicHediffVariantsFor(this.tree.pawn);
|
||||
}
|
||||
|
||||
//call this in case variants wasn't set, and there is no graphic hediff variants appropriate; it'll set variants based on default
|
||||
base.EnsureMaterialsInitialized();
|
||||
}
|
||||
|
||||
|
||||
}
|
||||
|
||||
}
|
||||
|
|
|
@ -31,12 +31,10 @@ namespace Rimworld_Animations
|
|||
{
|
||||
|
||||
//if node is animating, and is a graphic variant type of node
|
||||
//and node is one with graphic variants
|
||||
//and texpathvariant is set
|
||||
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)
|
||||
{
|
||||
Material materialVariant = GetMaterialVariant(nodeWithGraphicVariants, parms, (int)extendedAnimWorker.TexPathVariantAtTick(node.tree.AnimationTick));
|
||||
|
|
|
@ -12,13 +12,14 @@ namespace Rimworld_Animations
|
|||
{
|
||||
|
||||
protected new PawnRenderNodeProperties_GraphicVariants props;
|
||||
protected Graphic missingTextureGraphic;
|
||||
protected Dictionary<int, Graphic> variants;
|
||||
|
||||
public Graphic getGraphicVariant(int variant)
|
||||
{
|
||||
if (variants == null || !variants.ContainsKey(variant))
|
||||
{
|
||||
return null;
|
||||
return missingTextureGraphic;
|
||||
}
|
||||
|
||||
return variants[variant];
|
||||
|
@ -30,17 +31,6 @@ namespace Rimworld_Animations
|
|||
|
||||
}
|
||||
|
||||
protected override void EnsureMaterialsInitialized()
|
||||
{
|
||||
|
||||
if (variants == null)
|
||||
{
|
||||
variants = GraphicVariantsFor(this.tree.pawn);
|
||||
}
|
||||
|
||||
base.EnsureMaterialsInitialized();
|
||||
}
|
||||
|
||||
protected virtual Dictionary<int, Graphic> GraphicVariantsFor(Pawn pawn)
|
||||
{
|
||||
|
||||
|
@ -53,6 +43,23 @@ namespace Rimworld_Animations
|
|||
|
||||
}
|
||||
|
||||
protected override void EnsureMaterialsInitialized()
|
||||
{
|
||||
|
||||
if (variants == null)
|
||||
{
|
||||
variants = GraphicVariantsFor(this.tree.pawn);
|
||||
}
|
||||
if (missingTextureGraphic == null)
|
||||
{
|
||||
missingTextureGraphic = GenerateMissingTextureGraphic();
|
||||
}
|
||||
|
||||
|
||||
base.EnsureMaterialsInitialized();
|
||||
}
|
||||
|
||||
|
||||
//used by all, including base classes, to create texPathVariants for pawn
|
||||
protected Dictionary<int, Graphic> GenerateVariants(Pawn pawn, TexPathVariantsDef texPathVariants)
|
||||
{
|
||||
|
@ -75,6 +82,9 @@ namespace Rimworld_Animations
|
|||
|
||||
}
|
||||
|
||||
|
||||
protected Graphic GenerateMissingTextureGraphic()
|
||||
{
|
||||
return GraphicDatabase.Get<Graphic_Multi>("AnimationProps/MissingTexture");
|
||||
}
|
||||
}
|
||||
}
|
||||
|
|
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After Width: | Height: | Size: 758 KiB |
|
@ -121,6 +121,9 @@
|
|||
<Compile Include="1.5\Source\PawnRenderNode\GraphicBodyTypeVariants\PawnRenderNodeProperties_GraphicBodyTypeVariants.cs" />
|
||||
<Compile Include="1.5\Source\PawnRenderNode\GraphicBodyTypeVariants\PawnRenderNodeWorker_GraphicBodyTypeVariants.cs" />
|
||||
<Compile Include="1.5\Source\PawnRenderNode\GraphicBodyTypeVariants\PawnRenderNode_GraphicBodyTypeVariants.cs" />
|
||||
<Compile Include="1.5\Source\PawnRenderNode\GraphicHediffSeverityVariants\PawnRenderNodeProperties_GraphicHediffSeverityVariants.cs" />
|
||||
<Compile Include="1.5\Source\PawnRenderNode\GraphicHediffSeverityVariants\PawnRenderNodeWorker_GraphicHediffSeverityVariants.cs" />
|
||||
<Compile Include="1.5\Source\PawnRenderNode\GraphicHediffSeverityVariants\PawnRenderNode_GraphicHediffSeverityVariants.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" />
|
||||
|
@ -197,6 +200,10 @@
|
|||
<Content Include="1.5\Textures\AnimationProps\Banana\Banana_west.png" />
|
||||
<Content Include="1.5\Textures\AnimationProps\Doggystyle\Doggy_Arms_north.png" />
|
||||
<Content Include="1.5\Textures\AnimationProps\Doggystyle\Doggy_Legs_north.png" />
|
||||
<Content Include="1.5\Textures\AnimationProps\MissingTexture\MissingTexture_east.png" />
|
||||
<Content Include="1.5\Textures\AnimationProps\MissingTexture\MissingTexture_north.png" />
|
||||
<Content Include="1.5\Textures\AnimationProps\MissingTexture\MissingTexture_south.png" />
|
||||
<Content Include="1.5\Textures\AnimationProps\MissingTexture\MissingTexture_west.png" />
|
||||
<Content Include="1.5\Textures\UI\MainTab.png" />
|
||||
<Content Include="About\About.xml" />
|
||||
<Content Include="About\Manifest.xml" />
|
||||
|
|
Loading…
Reference in New Issue