70 lines
1.9 KiB
C#
70 lines
1.9 KiB
C#
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 Verse;
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namespace Rimworld_Animations
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{
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public abstract class BaseGroupAnimationContext
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{
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public int actorShift = 0;
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public int priority = 0;
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public List<BasePawnTest> whitelist;
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public List<BasePawnTest> blacklist;
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public virtual bool CanAnimationBeUsed(List<Pawn> actors, int numActors)
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{
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if (numActors != actors.Count)
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{
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return false;
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}
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if (!whitelist.NullOrEmpty())
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{
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for (int i = 0; i < whitelist.Count; i++)
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{
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// check whitelist to make sure pawn can be in this act
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//for each whitelist item, pawntest must hold true for that pawn
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if (!whitelist[i].PawnTest(actors[i]))
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{
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return false;
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}
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}
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}
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if (!blacklist.NullOrEmpty())
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{
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for (int i = 0; i < blacklist.Count; i++)
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{
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// check blacklist to make sure pawn can be in this act
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// for each blacklist item, pawntest must hold false for that pawn
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if (blacklist[i].PawnTest(actors[i]))
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{
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return false;
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}
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}
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}
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return true;
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}
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public virtual int AnimationReorder()
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{
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return actorShift;
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}
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public virtual int AnimationPriority()
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{
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return priority;
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}
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public abstract string DebugMessage();
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//cool class for designating contexts for animations
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// configure CanAnimationBeUsed to test whether it can be used
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}
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}
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