rimworld-animations/1.4/Source/Extensions/PawnWoundDrawerExtension.cs

33 lines
1.2 KiB
C#

using RimWorld;
using UnityEngine;
using Verse;
namespace Rimworld_Animations {
[StaticConstructorOnStartup]
public static class PawnWoundDrawerExtension
{
public static void RenderPawnOverlay(this PawnWoundDrawer pawnWoundDrawer, Vector3 drawLoc, Mesh bodyMesh, Quaternion quat, bool drawNow, PawnOverlayDrawer.OverlayLayer layer, Rot4 pawnRot, bool? overApparel = null, Pawn pawn = null, PawnRenderFlags flags = new PawnRenderFlags())
{
if (pawn == null)
{ return; }
if (!flags.FlagSet(PawnRenderFlags.Portrait) && layer == PawnOverlayDrawer.OverlayLayer.Head)
{
if (CompBodyAnimator.IsAnimating(pawn) && pawn.Drawer.renderer.graphics.headGraphic != null)
{
CompBodyAnimator pawnAnimator = pawn.TryGetComp<CompBodyAnimator>();
pawnRot = pawnAnimator.headFacing;
quat = Quaternion.AngleAxis(angle: pawnAnimator.headAngle, axis: Vector3.up);
float y = drawLoc.y;
drawLoc = pawnAnimator.getPawnHeadPosition() - Quaternion.AngleAxis(pawnAnimator.headAngle, Vector3.up) * pawn.Drawer.renderer.BaseHeadOffsetAt(pawnAnimator.headFacing);
drawLoc.y = y;
}
}
pawnWoundDrawer.RenderPawnOverlay(drawLoc, bodyMesh, quat, drawNow, layer, pawnRot, overApparel);
}
}
}