rimworld-animations/1.5/Source/Animations/GroupAnimations/GroupAnimationDef.cs

74 lines
2.2 KiB
C#

using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using System.Threading.Tasks;
using UnityEngine;
using Verse;
namespace Rimworld_Animations
{
public class GroupAnimationDef : Def
{
public int numActors;
public List<AnimationStage> animationStages;
public List<BaseGroupAnimationContext> contexts;
public List<AnimationOffsetDef> offsetDefs;
public bool canAnimationBeUsed(List<Pawn> actors, out int reorder)
{
if (RJWAnimationSettings.debugMode)
{
Log.Message("[anims] Checking if " + defName + " is valid animation");
}
foreach (BaseGroupAnimationContext context in contexts)
{
if (context.CanAnimationBeUsed(actors, out reorder))
{
return true;
}
}
reorder = 0;
return false;
}
public List<AnimationDef> GetAllAnimationsForActor(int actor, int seed, int reorder = 0)
{
List<AnimationDef> animations = new List<AnimationDef>();
int actorNumber = (actor + reorder) % numActors;
foreach (AnimationStage stage in animationStages)
{
//add all new animations to list of animations
animations.AddRange(stage.GetAnimations(actorNumber, seed));
}
return animations;
}
public bool GetOffset(int actor, Pawn pawn, out Vector3? position, out int? rotation, int reorder = 0)
{
position = null;
rotation = null;
//element at or default to stop errors
if (offsetDefs == null) return false;
if ((actor + reorder) % numActors >= offsetDefs.Count) return false;
if (offsetDefs[(actor + reorder) % numActors].FindOffset(pawn, out BaseAnimationOffset animationOffset))
{
position = animationOffset.getOffset(pawn);
rotation = animationOffset.getRotation(pawn);
return true;
}
return false;
}
}
}