mirror of
https://gitgud.io/c0ffeeeeeeee/rimworld-animations.git
synced 2024-08-15 00:43:45 +00:00
71 lines
2.6 KiB
C#
71 lines
2.6 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 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 void Prefix(PawnRenderTree __instance, PawnRenderNode node, ref PawnDrawParms parms)
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{
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//Note: Maybe need to change this to check all ancestors if it's the head node
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//in case of deeper nodes in the PawnRenderTree
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//This code only checks for node and parent, if either are head
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// Change facing for all head and apparelhead nodes
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// So that the offset is based on body rotation, not head rotation
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//fixes misaligned hairs and headaddons
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if ((node.Props.tagDef == PawnRenderNodeTagDefOf.Head || node.Props.tagDef == PawnRenderNodeTagDefOf.ApparelHead
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|| node?.parent?.Props?.tagDef == PawnRenderNodeTagDefOf.Head || node?.parent?.Props?.tagDef == PawnRenderNodeTagDefOf.ApparelHead)
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&& node.tree.rootNode.AnimationWorker is AnimationWorker_KeyframesExtended rootNodeAnimationWorker)
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{
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// this is only for the Vector3 position to work right
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parms.facing = rootNodeAnimationWorker.facingAtTick(node.tree.AnimationTick);
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}
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}
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}
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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 facing turn
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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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