rimworld-animations/1.5/Source/Patches/RimworldPatches/HarmonyPatch_PawnRenderNode.cs

58 lines
2.0 KiB
C#

using HarmonyLib;
using RimWorld;
using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using System.Threading.Tasks;
using Verse;
namespace Rimworld_Animations
{
// Head Rotation Code - Textures
// it's fine to just edit each AppendRequests individually
// because they all the parms are passed down to each child node recursively
[HarmonyPatch(typeof(PawnRenderNode), "AppendRequests")]
public static class HarmonyPatch_PawnRenderNode
{
//if rendernodetag is head, update PawnDrawParms so that head, and all children, are rotated for anim
public static bool Prefix(ref PawnRenderNode __instance, ref PawnDrawParms parms)
{
if (__instance.AnimationWorker is AnimationWorker_KeyframesExtended extendedAnimWorker)
{
// ADJUST FACING get rotated textures
// compare the previous tick to the current tick; if the current tick rotation is different, recache
parms.facing = extendedAnimWorker.facingAtTick(__instance.tree.AnimationTick);
//INVIS IF ANIM CALLS FOR IT
//replace maybe?
//cheaper call now comparing prev tick to cur tick
//not necessary because of new rendernodeworker hiding props now
//nvm, keep it because you can hide head and body too, if need be
return extendedAnimWorker.visibleAtTick(__instance.tree.AnimationTick);
}
return true;
}
}
// For changing texture path of thing to variant
[HarmonyPatch(typeof(PawnRenderNode), "TexPathFor")]
public static class HarmonyPatch_PawnRenderNode2
{
public static void Postfix(ref PawnRenderNode __instance, ref string __result)
{
if (__instance.AnimationWorker is AnimationWorker_KeyframesExtended animWorker)
{
__result += animWorker.TexPathVariantAtTick(__instance.tree.AnimationTick);
}
}
}
}