108 lines
3.8 KiB
C#
108 lines
3.8 KiB
C#
using HarmonyLib;
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using RimWorld;
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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 UnityEngine;
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using Verse;
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namespace Rimworld_Animations
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{
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[HarmonyPatch(typeof(PawnRenderTree), "TryGetMatrix")]
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public class HarmonyPatch_PawnRenderTree
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{
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public static bool Prefix(PawnRenderTree __instance, Dictionary<PawnRenderNodeTagDef, PawnRenderNode> ___nodesByTag, PawnRenderNode node, ref PawnDrawParms parms, ref Matrix4x4 matrix, ref bool __result)
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{
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/*
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* Facing fix
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*/
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//find lowest parent that is animating, or nothing if not animating
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PawnRenderNode animatingNode = node;
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while (animatingNode != null
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&& !(animatingNode.AnimationWorker is AnimationWorker_KeyframesExtended))
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{
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animatingNode = animatingNode.parent;
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}
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//if animating parent node found,
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if (animatingNode?.AnimationWorker is AnimationWorker_KeyframesExtended animatingNodeAnimationWorker)
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{
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//change parm to facing to animate correctly
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parms.facing = animatingNodeAnimationWorker.facingAtTick(__instance.AnimationTick);
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}
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/*
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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.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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matrix *= Matrix4x4.Translate(Vector3.up * num);
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}
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__result = true;
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return false;
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}
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return true;
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}
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}
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//recaching
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//done here because changing parms causes recaching anyway, so might as well do it here
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[HarmonyPatch(typeof(PawnRenderTree), "AdjustParms")]
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public class HarmonyPatch_PawnRenderTree2
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{
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public static void Prefix(PawnRenderTree __instance, ref PawnDrawParms parms)
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{
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int animationTick = __instance.AnimationTick;
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if (__instance.rootNode.AnimationWorker is AnimationWorker_KeyframesExtended rootAnimWorkerExtended)
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{
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//recache during facing turn
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if (rootAnimWorkerExtended.shouldRecache(animationTick))
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{
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__instance.rootNode.requestRecache = true;
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return;
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}
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}
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foreach (PawnRenderNode node in __instance.rootNode.children)
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{
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if (node.AnimationWorker is AnimationWorker_KeyframesExtended animWorkerExtended)
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{
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//recache during flicker on/off
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if (animWorkerExtended.shouldRecache(animationTick))
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{
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node.requestRecache = true;
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return;
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}
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}
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}
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}
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}
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}
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