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https://github.com/Ottermandias/Glamourer.git
synced 2026-02-15 12:17:41 +01:00
corrected comments and formatting to reflect Glamourer's main branch.
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parent
e1a41b5f3c
commit
8b609e5f05
9 changed files with 64 additions and 84 deletions
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@ -54,7 +54,7 @@ public class StateEditor(
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return;
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var actors = Applier.ChangeCustomize(state, settings.Source.RequiresChange());
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Glamourer.Log.Information(
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Glamourer.Log.Verbose(
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$"Set {idx.ToDefaultName()} customizations in state {state.Identifier.Incognito(null)} from {old.Value} to {value.Value}. [Affecting {actors.ToLazyString("nothing")}.]");
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StateChanged.Invoke(StateChangeType.Customize, settings.Source, state, actors, new CustomizeTransaction(idx, old, value));
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}
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@ -67,7 +67,7 @@ public class StateEditor(
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return;
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var actors = Applier.ChangeCustomize(state, settings.Source.RequiresChange());
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Glamourer.Log.Information(
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Glamourer.Log.Verbose(
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$"Set {applied} customizations in state {state.Identifier.Incognito(null)} from {old} to {customizeInput}. [Affecting {actors.ToLazyString("nothing")}.]");
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StateChanged.Invoke(StateChangeType.EntireCustomize, settings.Source, state, actors,
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new EntireCustomizeTransaction(applied, old, customizeInput));
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@ -78,10 +78,7 @@ public class StateEditor(
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{
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var state = (ActorState)data;
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if (!Editor.ChangeItem(state, slot, item, settings.Source, out var old, settings.Key))
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{
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Glamourer.Log.Information("Not Setting State or invoking, Editor requested us not to change it!");
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return;
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}
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var type = slot.ToIndex() < 10 ? StateChangeType.Equip : StateChangeType.Weapon;
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var actors = type is StateChangeType.Equip
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@ -92,8 +89,8 @@ public class StateEditor(
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if (slot is EquipSlot.MainHand)
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ApplyMainhandPeriphery(state, item, null, settings);
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Glamourer.Log.Debug(
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$"[ChangeItem] Set {slot.ToName()} in state {state.Identifier.Incognito(null)} from {old.Name} ({old.ItemId}) to {item.Name} ({item.ItemId}). [Affecting {actors.ToLazyString("nothing")}.]");
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Glamourer.Log.Verbose(
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$"Set {slot.ToName()} in state {state.Identifier.Incognito(null)} from {old.Name} ({old.ItemId}) to {item.Name} ({item.ItemId}). [Affecting {actors.ToLazyString("nothing")}.]");
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if (type is StateChangeType.Equip)
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{
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@ -122,8 +119,8 @@ public class StateEditor(
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return;
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var actors = Applier.ChangeBonusItem(state, slot, settings.Source.RequiresChange());
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Glamourer.Log.Debug(
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$"[ChangeBonus] Set {slot.ToName()} in state {state.Identifier.Incognito(null)} from {old.Name} ({old.Id}) to {item.Name} ({item.Id}). [Affecting {actors.ToLazyString("nothing")}.]");
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Glamourer.Log.Verbose(
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$"Set {slot.ToName()} in state {state.Identifier.Incognito(null)} from {old.Name} ({old.Id}) to {item.Name} ({item.Id}). [Affecting {actors.ToLazyString("nothing")}.]");
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StateChanged.Invoke(StateChangeType.BonusItem, settings.Source, state, actors, new BonusItemTransaction(slot, old, item));
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}
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@ -155,8 +152,8 @@ public class StateEditor(
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if (slot is EquipSlot.MainHand)
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ApplyMainhandPeriphery(state, item, stains, settings);
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Glamourer.Log.Debug(
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$"[ChangeEquip] Set {slot.ToName()} in state {state.Identifier.Incognito(null)} from {old.Name} ({old.ItemId}) to {item!.Value.Name} ({item.Value.ItemId}) and its stain from {oldStains} to {stains!.Value}. [Affecting {actors.ToLazyString("nothing")}.]");
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Glamourer.Log.Verbose(
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$"Set {slot.ToName()} in state {state.Identifier.Incognito(null)} from {old.Name} ({old.ItemId}) to {item!.Value.Name} ({item.Value.ItemId}) and its stain from {oldStains} to {stains!.Value}. [Affecting {actors.ToLazyString("nothing")}.]");
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if (type is StateChangeType.Equip)
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{
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StateChanged.Invoke(type, settings.Source, state, actors, new EquipTransaction(slot, old, item!.Value));
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@ -187,7 +184,7 @@ public class StateEditor(
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return;
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var actors = Applier.ChangeStain(state, slot, settings.Source.RequiresChange());
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Glamourer.Log.Debug(
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Glamourer.Log.Verbose(
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$"Set {slot.ToName()} stain in state {state.Identifier.Incognito(null)} from {old} to {stains}. [Affecting {actors.ToLazyString("nothing")}.]");
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StateChanged.Invoke(StateChangeType.Stains, settings.Source, state, actors, new StainTransaction(slot, old, stains));
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}
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@ -419,8 +416,8 @@ public class StateEditor(
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var actors = settings.Source.RequiresChange()
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? Applier.ApplyAll(state, requiresRedraw, false)
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: ActorData.Invalid;
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Glamourer.Log.Debug($"Applied design to {state.Identifier.Incognito(null)}. [Affecting {actors.ToLazyString("nothing")}.]");
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Glamourer.Log.Verbose($"Applied design to {state.Identifier.Incognito(null)}. [Affecting {actors.ToLazyString("nothing")}.]");
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StateChanged.Invoke(StateChangeType.Design, state.Sources[MetaIndex.Wetness], state, actors, null); // FIXME: maybe later
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if(settings.SendStateUpdate)
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StateUpdated.Invoke(StateUpdateType.DesignApplied, actors);
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@ -13,8 +13,8 @@ using Glamourer.GameData;
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using Penumbra.GameData.DataContainers;
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using Glamourer.Designs;
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using Penumbra.GameData.Interop;
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using ObjectManager = Glamourer.Interop.ObjectManager;
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using Glamourer.Api.Enums;
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using ObjectManager = Glamourer.Interop.ObjectManager;
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namespace Glamourer.State;
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@ -274,7 +274,7 @@ public sealed class StateManager(
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if (source is not StateSource.Game)
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actors = Applier.ApplyAll(state, redraw, true);
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Glamourer.Log.Debug(
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Glamourer.Log.Verbose(
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$"Reset entire state of {state.Identifier.Incognito(null)} to game base. [Affecting {actors.ToLazyString("nothing")}.]");
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StateChanged.Invoke(StateChangeType.Reset, source, state, actors, null);
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// only invoke if we define this reset call as the final call in our state update.
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@ -302,7 +302,7 @@ public sealed class StateManager(
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state.Materials.Clear();
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Glamourer.Log.Debug(
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Glamourer.Log.Verbose(
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$"Reset advanced customization and dye state of {state.Identifier.Incognito(null)} to game base. [Affecting {actors.ToLazyString("nothing")}.]");
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StateChanged.Invoke(StateChangeType.Reset, source, state, actors, null);
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// Update that we have completed a full operation. (We can do this directly as nothing else is linked)
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@ -453,22 +453,22 @@ public sealed class StateManager(
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}
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}
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public void ReapplyState(Actor actor, bool forceRedraw, StateSource source, bool isUpdate = false)
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public void ReapplyState(Actor actor, bool forceRedraw, StateSource source, bool stateUpdate = false)
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{
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if (!GetOrCreate(actor, out var state))
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return;
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ReapplyState(actor, state, forceRedraw, source, isUpdate);
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ReapplyState(actor, state, forceRedraw, source, stateUpdate);
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}
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public void ReapplyState(Actor actor, ActorState state, bool forceRedraw, StateSource source, bool isUpdate)
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public void ReapplyState(Actor actor, ActorState state, bool forceRedraw, StateSource source, bool stateUpdate)
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{
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var data = Applier.ApplyAll(state,
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forceRedraw
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|| !actor.Model.IsHuman
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|| CustomizeArray.Compare(actor.Model.GetCustomize(), state.ModelData.Customize).RequiresRedraw(), false);
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StateChanged.Invoke(StateChangeType.Reapply, source, state, data, null);
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if(isUpdate)
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if(stateUpdate)
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StateUpdated.Invoke(StateUpdateType.Reapply, data);
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}
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