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* feature: body types # Conflicts: # Content.Shared/Humanoid/Markings/MarkingManager.cs # Resources/Prototypes/Nyanotrasen/Species/Oni.yml # Resources/Prototypes/Nyanotrasen/Species/felinid.yml # Resources/Prototypes/Species/arachne.yml # Resources/Prototypes/Species/dwarf.yml # Resources/Prototypes/Species/harpy.yml # Resources/Prototypes/Species/human.yml # Resources/Prototypes/Species/ipc.yml # Resources/Textures/Clothing/OuterClothing/Armor/armor_reflec.rsi/meta.json # Resources/Textures/Clothing/OuterClothing/Armor/bulletproof.rsi/meta.json # Resources/Textures/Clothing/OuterClothing/Armor/cult_armour.rsi/meta.json # Resources/Textures/Clothing/OuterClothing/Armor/heavy.rsi/meta.json # Resources/Textures/Clothing/OuterClothing/Armor/heavygreen.rsi/meta.json # Resources/Textures/Clothing/OuterClothing/Armor/heavyred.rsi/meta.json # Resources/Textures/Clothing/OuterClothing/Armor/lingarmor.rsi/meta.json # Resources/Textures/Clothing/OuterClothing/Armor/magusblue.rsi/meta.json # Resources/Textures/Clothing/OuterClothing/Armor/magusred.rsi/meta.json # Resources/Textures/Clothing/OuterClothing/Armor/riot.rsi/meta.json # Resources/Textures/Clothing/OuterClothing/Armor/security.rsi/meta.json # Resources/Textures/Clothing/OuterClothing/Armor/security_slim.rsi/meta.json # Resources/Textures/Clothing/OuterClothing/Bio/virology.rsi/meta.json # Resources/Textures/Clothing/OuterClothing/Coats/bomber.rsi/meta.json # Resources/Textures/Clothing/OuterClothing/Coats/brigmedic.rsi/meta.json # Resources/Textures/Clothing/OuterClothing/Coats/detective.rsi/meta.json # Resources/Textures/Clothing/OuterClothing/Coats/gentlecoat.rsi/meta.json # Resources/Textures/Clothing/OuterClothing/Coats/jensencoat.rsi/meta.json # Resources/Textures/Clothing/OuterClothing/Coats/labcoat_gene.rsi/meta.json # Resources/Textures/Clothing/OuterClothing/Coats/labcoat_robo.rsi/meta.json # Resources/Textures/Clothing/OuterClothing/Coats/pirate.rsi/meta.json # Resources/Textures/Clothing/OuterClothing/Coats/windbreaker_paramedic.rsi/meta.json # Resources/Textures/Clothing/OuterClothing/Hardsuits/ERTSuits/ertengineer.rsi/meta.json # Resources/Textures/Clothing/OuterClothing/Hardsuits/ERTSuits/ertjanitor.rsi/meta.json # Resources/Textures/Clothing/OuterClothing/Hardsuits/ERTSuits/ertleader.rsi/meta.json # Resources/Textures/Clothing/OuterClothing/Hardsuits/ERTSuits/ertmedical.rsi/meta.json # Resources/Textures/Clothing/OuterClothing/Hardsuits/ERTSuits/ertsecurity.rsi/meta.json # Resources/Textures/Clothing/OuterClothing/Hardsuits/basic.rsi/meta.json # Resources/Textures/Clothing/OuterClothing/Hardsuits/capspace.rsi/meta.json # Resources/Textures/Clothing/OuterClothing/Hardsuits/cburn.rsi/meta.json # Resources/Textures/Clothing/OuterClothing/Hardsuits/cybersun.rsi/meta.json # Resources/Textures/Clothing/OuterClothing/Hardsuits/lingspacesuit.rsi/meta.json # Resources/Textures/Clothing/OuterClothing/Hardsuits/luxury.rsi/meta.json # Resources/Textures/Clothing/OuterClothing/Hardsuits/medical.rsi/meta.json # Resources/Textures/Clothing/OuterClothing/Hardsuits/paramed.rsi/meta.json # Resources/Textures/Clothing/OuterClothing/Hardsuits/rd.rsi/meta.json # Resources/Textures/Clothing/OuterClothing/Hardsuits/salvage.rsi/meta.json # Resources/Textures/Clothing/OuterClothing/Hardsuits/spatio.rsi/meta.json # Resources/Textures/Clothing/OuterClothing/Hardsuits/syndicate.rsi/meta.json # Resources/Textures/Clothing/OuterClothing/Hardsuits/syndiecommander.rsi/meta.json # Resources/Textures/Clothing/OuterClothing/Hardsuits/syndieelite.rsi/meta.json # Resources/Textures/Clothing/OuterClothing/Hardsuits/wizard.rsi/meta.json # Resources/Textures/Clothing/OuterClothing/Misc/apron.rsi/meta.json # Resources/Textures/Clothing/OuterClothing/Misc/apronbotanist.rsi/meta.json # Resources/Textures/Clothing/OuterClothing/Misc/apronchef.rsi/meta.json # Resources/Textures/Clothing/OuterClothing/Misc/cardborg.rsi/meta.json # Resources/Textures/Clothing/OuterClothing/Misc/chaplain_hoodie.rsi/meta.json # Resources/Textures/Clothing/OuterClothing/Misc/chef.rsi/meta.json # Resources/Textures/Clothing/OuterClothing/Misc/classicponcho.rsi/meta.json # Resources/Textures/Clothing/OuterClothing/Misc/cultrobes.rsi/meta.json # Resources/Textures/Clothing/OuterClothing/Misc/grey_hoodie.rsi/meta.json # Resources/Textures/Clothing/OuterClothing/Misc/judge.rsi/meta.json # Resources/Textures/Clothing/OuterClothing/Misc/plaguedoctorsuit.rsi/meta.json # Resources/Textures/Clothing/OuterClothing/Misc/redwizard.rsi/meta.json # Resources/Textures/Clothing/OuterClothing/Misc/santa.rsi/meta.json # Resources/Textures/Clothing/OuterClothing/Misc/skubbody.rsi/meta.json # Resources/Textures/Clothing/OuterClothing/Misc/straight_jacket.rsi/meta.json # Resources/Textures/Clothing/OuterClothing/Misc/violetwizard.rsi/meta.json # Resources/Textures/Clothing/OuterClothing/Misc/wizard.rsi/meta.json # Resources/Textures/Clothing/OuterClothing/Suits/atmos_firesuit.rsi/meta.json # Resources/Textures/Clothing/OuterClothing/Suits/bombsuit.rsi/meta.json # Resources/Textures/Clothing/OuterClothing/Suits/chicken.rsi/meta.json # Resources/Textures/Clothing/OuterClothing/Suits/fire.rsi/meta.json # Resources/Textures/Clothing/OuterClothing/Suits/monkey.rsi/meta.json # Resources/Textures/Clothing/OuterClothing/Suits/rad.rsi/meta.json # Resources/Textures/Clothing/OuterClothing/Suits/shrine-maiden.rsi/meta.json # Resources/Textures/Clothing/OuterClothing/Vests/mercwebvest.rsi/meta.json # Resources/Textures/Clothing/OuterClothing/Vests/vest.rsi/meta.json # Resources/Textures/Clothing/OuterClothing/Vests/webvest.rsi/meta.json # Resources/Textures/Clothing/OuterClothing/WinterCoats/coat.rsi/meta.json # Resources/Textures/Clothing/OuterClothing/WinterCoats/coatatmos.rsi/meta.json # Resources/Textures/Clothing/OuterClothing/WinterCoats/coatbar.rsi/meta.json # Resources/Textures/Clothing/OuterClothing/WinterCoats/coatcap.rsi/meta.json # Resources/Textures/Clothing/OuterClothing/WinterCoats/coatcargo.rsi/meta.json # Resources/Textures/Clothing/OuterClothing/WinterCoats/coatce.rsi/meta.json # Resources/Textures/Clothing/OuterClothing/WinterCoats/coatcentcom.rsi/meta.json # Resources/Textures/Clothing/OuterClothing/WinterCoats/coatchef.rsi/meta.json # Resources/Textures/Clothing/OuterClothing/WinterCoats/coatchem.rsi/meta.json # Resources/Textures/Clothing/OuterClothing/WinterCoats/coatcmo.rsi/meta.json # Resources/Textures/Clothing/OuterClothing/WinterCoats/coatengi.rsi/meta.json # Resources/Textures/Clothing/OuterClothing/WinterCoats/coatgen.rsi/meta.json # Resources/Textures/Clothing/OuterClothing/WinterCoats/coathop.rsi/meta.json # Resources/Textures/Clothing/OuterClothing/WinterCoats/coathos.rsi/meta.json # Resources/Textures/Clothing/OuterClothing/WinterCoats/coathydro.rsi/meta.json # Resources/Textures/Clothing/OuterClothing/WinterCoats/coatjani.rsi/meta.json # Resources/Textures/Clothing/OuterClothing/WinterCoats/coatmed.rsi/meta.json # Resources/Textures/Clothing/OuterClothing/WinterCoats/coatmime.rsi/meta.json # Resources/Textures/Clothing/OuterClothing/WinterCoats/coatminer.rsi/meta.json # Resources/Textures/Clothing/OuterClothing/WinterCoats/coatnomi.rsi/meta.json # Resources/Textures/Clothing/OuterClothing/WinterCoats/coatparamed.rsi/meta.json # Resources/Textures/Clothing/OuterClothing/WinterCoats/coatqm.rsi/meta.json # Resources/Textures/Clothing/OuterClothing/WinterCoats/coatrd.rsi/meta.json # Resources/Textures/Clothing/OuterClothing/WinterCoats/coatrobo.rsi/meta.json # Resources/Textures/Clothing/OuterClothing/WinterCoats/coatsci.rsi/meta.json # Resources/Textures/Clothing/OuterClothing/WinterCoats/coatsec.rsi/meta.json # Resources/Textures/Clothing/OuterClothing/WinterCoats/coatviro.rsi/meta.json # Resources/Textures/Clothing/OuterClothing/WinterCoats/coatwarden.rsi/meta.json # Resources/Textures/Clothing/OuterClothing/WinterCoats/coatwardenarmored.rsi/meta.json * feature: body types: 2 * add: loc * fix: rsi validate * tweak: displasment jumpsuit * tweak: clean up * tweak: displasment shoes * tweak: displasment gloves * tweak: clean up * tweak: displasment outerClothing * Revert "tweak: displasment outerClothing" This reverts commit 698fd688591a6c00a4cd19eebac7a204dce18e98. * fix * fix * fix * fix * tweak: dwarf, Oni and Felenid now can choose slim body type * add: outer displacement * some fix * some fix * no more tags shitcode * Reptilian body type * harpy body type * some fix * rsi validator fix * Update ClientClothingSystem.cs * Update Model.cs * Update MarkingManager.cs * Update ClientClothingSystem.cs * Update reptilian.yml
397 lines
14 KiB
C#
397 lines
14 KiB
C#
using System.Numerics;
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using Content.Shared._White.Humanoid.Prototypes;
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using Content.Shared.Humanoid;
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using Content.Shared.Humanoid.Markings;
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using Content.Shared.Humanoid.Prototypes;
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using Content.Shared.Preferences;
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using Robust.Client.GameObjects;
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using Robust.Shared.Physics;
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using Robust.Shared.Prototypes;
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using Robust.Shared.Utility;
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namespace Content.Client.Humanoid;
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public sealed class HumanoidAppearanceSystem : SharedHumanoidAppearanceSystem
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{
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[Dependency] private readonly IPrototypeManager _prototypeManager = default!;
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[Dependency] private readonly MarkingManager _markingManager = default!;
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public override void Initialize()
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{
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base.Initialize();
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SubscribeLocalEvent<HumanoidAppearanceComponent, AfterAutoHandleStateEvent>(OnHandleState);
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}
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private void OnHandleState(EntityUid uid, HumanoidAppearanceComponent component, ref AfterAutoHandleStateEvent args)
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{
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UpdateSprite(component, Comp<SpriteComponent>(uid));
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}
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private void UpdateSprite(HumanoidAppearanceComponent component, SpriteComponent sprite)
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{
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UpdateLayers(component, sprite);
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ApplyMarkingSet(component, sprite);
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var speciesPrototype = _prototypeManager.Index(component.Species);
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var height = Math.Clamp(component.Height, speciesPrototype.MinHeight, speciesPrototype.MaxHeight);
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var width = Math.Clamp(component.Width, speciesPrototype.MinWidth, speciesPrototype.MaxWidth);
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component.Height = height;
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component.Width = width;
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sprite.Scale = new Vector2(width, height);
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sprite[sprite.LayerMapReserveBlank(HumanoidVisualLayers.Eyes)].Color = component.EyeColor;
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}
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private static bool IsHidden(HumanoidAppearanceComponent humanoid, HumanoidVisualLayers layer)
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=> humanoid.HiddenLayers.Contains(layer) || humanoid.PermanentlyHidden.Contains(layer);
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private void UpdateLayers(HumanoidAppearanceComponent component, SpriteComponent sprite)
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{
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var oldLayers = new HashSet<HumanoidVisualLayers>(component.BaseLayers.Keys);
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component.BaseLayers.Clear();
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// add default species layers
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var bodyTypeProto = _prototypeManager.Index<BodyTypePrototype>(component.BodyType); // WD EDIT
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foreach (var (key, id) in bodyTypeProto.Sprites) // WD EDIT
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{
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oldLayers.Remove(key);
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if (!component.CustomBaseLayers.ContainsKey(key))
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SetLayerData(component, sprite, key, id, sexMorph: true);
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}
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// add custom layers
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foreach (var (key, info) in component.CustomBaseLayers)
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{
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oldLayers.Remove(key);
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// Shitmed Change: For whatever reason these weren't actually ignoring the skin color as advertised.
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SetLayerData(component, sprite, key, info.Id, sexMorph: false, color: info.Color, overrideSkin: true);
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}
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// hide old layers
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// TODO maybe just remove them altogether?
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foreach (var key in oldLayers)
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{
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if (sprite.LayerMapTryGet(key, out var index))
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sprite[index].Visible = false;
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}
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}
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private void SetLayerData(
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HumanoidAppearanceComponent component,
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SpriteComponent sprite,
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HumanoidVisualLayers key,
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string? protoId,
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bool sexMorph = false,
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Color? color = null,
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bool overrideSkin = false) // Shitmed Change
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{
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var layerIndex = sprite.LayerMapReserveBlank(key);
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var layer = sprite[layerIndex];
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layer.Visible = !IsHidden(component, key);
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if (color != null)
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layer.Color = color.Value;
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if (protoId == null)
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return;
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if (sexMorph)
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protoId = HumanoidVisualLayersExtension.GetSexMorph(key, component.Sex, protoId);
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var proto = _prototypeManager.Index<HumanoidSpeciesSpriteLayer>(protoId);
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component.BaseLayers[key] = proto;
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if (proto.MatchSkin && !overrideSkin) // Shitmed Change
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layer.Color = component.SkinColor.WithAlpha(proto.LayerAlpha);
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if (proto.BaseSprite != null)
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sprite.LayerSetSprite(layerIndex, proto.BaseSprite);
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}
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/// <summary>
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/// Loads a profile directly into a humanoid.
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/// </summary>
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/// <param name="uid">The humanoid entity's UID</param>
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/// <param name="profile">The profile to load.</param>
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/// <param name="humanoid">The humanoid entity's humanoid component.</param>
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/// <remarks>
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/// This should not be used if the entity is owned by the server. The server will otherwise
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/// override this with the appearance data it sends over.
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/// </remarks>
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public override void LoadProfile(EntityUid uid, HumanoidCharacterProfile? profile, HumanoidAppearanceComponent? humanoid = null)
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{
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if (profile == null)
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return;
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if (!Resolve(uid, ref humanoid))
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{
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return;
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}
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var customBaseLayers = new Dictionary<HumanoidVisualLayers, CustomBaseLayerInfo>();
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var speciesPrototype = _prototypeManager.Index<SpeciesPrototype>(profile.Species);
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var markings = new MarkingSet(speciesPrototype.MarkingPoints, _markingManager, _prototypeManager);
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// Add markings that doesn't need coloring. We store them until we add all other markings that doesn't need it.
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var markingFColored = new Dictionary<Marking, MarkingPrototype>();
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foreach (var marking in profile.Appearance.Markings)
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{
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if (_markingManager.TryGetMarking(marking, out var prototype))
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{
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if (!prototype.ForcedColoring)
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{
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markings.AddBack(prototype.MarkingCategory, marking);
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}
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else
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{
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markingFColored.Add(marking, prototype);
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}
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}
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}
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// legacy: remove in the future?
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//markings.RemoveCategory(MarkingCategories.Hair);
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//markings.RemoveCategory(MarkingCategories.FacialHair);
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// We need to ensure hair before applying it or coloring can try depend on markings that can be invalid
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var hairColor = _markingManager.MustMatchSkin(profile.Species, HumanoidVisualLayers.Hair, out var hairAlpha, _prototypeManager)
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? profile.Appearance.SkinColor.WithAlpha(hairAlpha)
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: profile.Appearance.HairColor;
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var hair = new Marking(profile.Appearance.HairStyleId,
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new[] { hairColor });
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var facialHairColor = _markingManager.MustMatchSkin(profile.Species, HumanoidVisualLayers.FacialHair, out var facialHairAlpha, _prototypeManager)
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? profile.Appearance.SkinColor.WithAlpha(facialHairAlpha)
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: profile.Appearance.FacialHairColor;
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var facialHair = new Marking(profile.Appearance.FacialHairStyleId,
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new[] { facialHairColor });
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if (_markingManager.CanBeApplied(profile.Species, profile.Sex, hair, _prototypeManager))
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{
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markings.AddBack(MarkingCategories.Hair, hair);
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}
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if (_markingManager.CanBeApplied(profile.Species, profile.Sex, facialHair, _prototypeManager))
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{
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markings.AddBack(MarkingCategories.FacialHair, facialHair);
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}
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// Finally adding marking with forced colors
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foreach (var (marking, prototype) in markingFColored)
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{
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var markingColors = MarkingColoring.GetMarkingLayerColors(
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prototype,
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profile.Appearance.SkinColor,
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profile.Appearance.EyeColor,
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markings
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);
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markings.AddBack(prototype.MarkingCategory, new Marking(marking.MarkingId, markingColors));
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}
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markings.EnsureSpecies(profile.Species, profile.Appearance.SkinColor, _markingManager, _prototypeManager);
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markings.EnsureSexes(profile.Sex, _markingManager);
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markings.EnsureDefault(
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profile.Appearance.SkinColor,
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profile.Appearance.EyeColor,
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_markingManager);
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DebugTools.Assert(IsClientSide(uid));
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humanoid.MarkingSet = markings;
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humanoid.PermanentlyHidden = new HashSet<HumanoidVisualLayers>();
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humanoid.HiddenLayers = new HashSet<HumanoidVisualLayers>();
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humanoid.CustomBaseLayers = customBaseLayers;
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humanoid.Sex = profile.Sex;
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humanoid.Gender = profile.Gender;
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humanoid.DisplayPronouns = profile.DisplayPronouns;
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humanoid.StationAiName = profile.StationAiName;
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humanoid.CyborgName = profile.CyborgName;
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humanoid.Age = profile.Age;
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humanoid.BodyType = profile.BodyType; // WD EDIT
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humanoid.Species = profile.Species;
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humanoid.SkinColor = profile.Appearance.SkinColor;
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humanoid.EyeColor = profile.Appearance.EyeColor;
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humanoid.Height = profile.Height;
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humanoid.Width = profile.Width;
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UpdateSprite(humanoid, Comp<SpriteComponent>(uid));
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}
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private void ApplyMarkingSet(HumanoidAppearanceComponent humanoid, SpriteComponent sprite)
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{
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// I am lazy and I CBF resolving the previous mess, so I'm just going to nuke the markings.
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// Really, markings should probably be a separate component altogether.
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ClearAllMarkings(humanoid, sprite);
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foreach (var markingList in humanoid.MarkingSet.Markings.Values)
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{
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foreach (var marking in markingList)
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{
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if (_markingManager.TryGetMarking(marking, out var markingPrototype))
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ApplyMarking(markingPrototype, marking.MarkingColors, marking.Visible, humanoid, sprite);
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}
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}
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humanoid.ClientOldMarkings = new MarkingSet(humanoid.MarkingSet);
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}
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private void ClearAllMarkings(HumanoidAppearanceComponent humanoid, SpriteComponent sprite)
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{
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foreach (var markingList in humanoid.ClientOldMarkings.Markings.Values)
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{
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foreach (var marking in markingList)
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{
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RemoveMarking(marking, sprite);
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}
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}
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humanoid.ClientOldMarkings.Clear();
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foreach (var markingList in humanoid.MarkingSet.Markings.Values)
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{
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foreach (var marking in markingList)
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{
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RemoveMarking(marking, sprite);
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}
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}
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}
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private void RemoveMarking(Marking marking, SpriteComponent spriteComp)
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{
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if (!_markingManager.TryGetMarking(marking, out var prototype))
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{
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return;
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}
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foreach (var sprite in prototype.Sprites)
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{
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if (sprite is not SpriteSpecifier.Rsi rsi)
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{
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continue;
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}
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var layerId = $"{marking.MarkingId}-{rsi.RsiState}";
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if (!spriteComp.LayerMapTryGet(layerId, out var index))
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{
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continue;
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}
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spriteComp.LayerMapRemove(layerId);
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spriteComp.RemoveLayer(index);
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}
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}
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private void ApplyMarking(MarkingPrototype markingPrototype,
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IReadOnlyList<Color>? colors,
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bool visible,
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HumanoidAppearanceComponent humanoid,
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SpriteComponent sprite)
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{
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if (!sprite.LayerMapTryGet(markingPrototype.BodyPart, out int targetLayer))
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{
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return;
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}
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visible &= !IsHidden(humanoid, markingPrototype.BodyPart);
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visible &= humanoid.BaseLayers.TryGetValue(markingPrototype.BodyPart, out var setting)
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&& setting.AllowsMarkings;
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for (var j = 0; j < markingPrototype.Sprites.Count; j++)
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{
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var markingSprite = markingPrototype.Sprites[j];
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if (markingSprite is not SpriteSpecifier.Rsi rsi)
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{
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continue;
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}
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var layerId = $"{markingPrototype.ID}-{rsi.RsiState}";
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if (!sprite.LayerMapTryGet(layerId, out _))
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{
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var layer = sprite.AddLayer(markingSprite, targetLayer + j + 1);
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sprite.LayerMapSet(layerId, layer);
|
|
sprite.LayerSetSprite(layerId, rsi);
|
|
}
|
|
|
|
sprite.LayerSetVisible(layerId, visible);
|
|
|
|
if (!visible || setting == null) // this is kinda implied
|
|
{
|
|
continue;
|
|
}
|
|
|
|
// Okay so if the marking prototype is modified but we load old marking data this may no longer be valid
|
|
// and we need to check the index is correct.
|
|
// So if that happens just default to white?
|
|
if (colors != null && j < colors.Count)
|
|
{
|
|
sprite.LayerSetColor(layerId, colors[j]);
|
|
}
|
|
else
|
|
{
|
|
sprite.LayerSetColor(layerId, Color.White);
|
|
}
|
|
}
|
|
}
|
|
|
|
public override void SetSkinColor(EntityUid uid, Color skinColor, bool sync = true, bool verify = true, HumanoidAppearanceComponent? humanoid = null)
|
|
{
|
|
if (!Resolve(uid, ref humanoid) || humanoid.SkinColor == skinColor)
|
|
return;
|
|
|
|
base.SetSkinColor(uid, skinColor, false, verify, humanoid);
|
|
|
|
if (!TryComp(uid, out SpriteComponent? sprite))
|
|
return;
|
|
|
|
foreach (var (layer, spriteInfo) in humanoid.BaseLayers)
|
|
{
|
|
if (!spriteInfo.MatchSkin)
|
|
continue;
|
|
|
|
var index = sprite.LayerMapReserveBlank(layer);
|
|
sprite[index].Color = skinColor.WithAlpha(spriteInfo.LayerAlpha);
|
|
}
|
|
}
|
|
|
|
protected override void SetLayerVisibility(
|
|
EntityUid uid,
|
|
HumanoidAppearanceComponent humanoid,
|
|
HumanoidVisualLayers layer,
|
|
bool visible,
|
|
bool permanent,
|
|
ref bool dirty)
|
|
{
|
|
base.SetLayerVisibility(uid, humanoid, layer, visible, permanent, ref dirty);
|
|
|
|
var sprite = Comp<SpriteComponent>(uid);
|
|
if (!sprite.LayerMapTryGet(layer, out var index))
|
|
{
|
|
if (!visible)
|
|
return;
|
|
else
|
|
index = sprite.LayerMapReserveBlank(layer);
|
|
}
|
|
|
|
var spriteLayer = sprite[index];
|
|
if (spriteLayer.Visible == visible)
|
|
return;
|
|
|
|
spriteLayer.Visible = visible;
|
|
|
|
// I fucking hate this. I'll get around to refactoring sprite layers eventually I swear
|
|
|
|
foreach (var markingList in humanoid.MarkingSet.Markings.Values)
|
|
{
|
|
foreach (var marking in markingList)
|
|
{
|
|
if (_markingManager.TryGetMarking(marking, out var markingPrototype) && markingPrototype.BodyPart == layer)
|
|
ApplyMarking(markingPrototype, marking.MarkingColors, marking.Visible, humanoid, sprite);
|
|
}
|
|
}
|
|
}
|
|
}
|