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35 changed files with 1118 additions and 376 deletions
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@ -329,49 +329,49 @@ public class StateManager(
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/// <summary> Change hat visibility. </summary>
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public void ChangeHatState(ActorState state, bool value, StateChanged.Source source, uint key = 0)
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{
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if (!_editor.ChangeMetaState(state, ActorState.MetaIndex.HatState, value, source, out var old, key))
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if (!_editor.ChangeMetaState(state, MetaIndex.HatState, value, source, out var old, key))
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return;
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var actors = _applier.ChangeHatState(state, source is StateChanged.Source.Manual or StateChanged.Source.Ipc);
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Glamourer.Log.Verbose(
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$"Set Head Gear Visibility in state {state.Identifier.Incognito(null)} from {old} to {value}. [Affecting {actors.ToLazyString("nothing")}.]");
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_event.Invoke(StateChanged.Type.Other, source, state, actors, (old, value, ActorState.MetaIndex.HatState));
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_event.Invoke(StateChanged.Type.Other, source, state, actors, (old, value, MetaIndex.HatState));
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}
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/// <summary> Change weapon visibility. </summary>
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public void ChangeWeaponState(ActorState state, bool value, StateChanged.Source source, uint key = 0)
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{
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if (!_editor.ChangeMetaState(state, ActorState.MetaIndex.WeaponState, value, source, out var old, key))
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if (!_editor.ChangeMetaState(state, MetaIndex.WeaponState, value, source, out var old, key))
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return;
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var actors = _applier.ChangeWeaponState(state, source is StateChanged.Source.Manual or StateChanged.Source.Ipc);
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Glamourer.Log.Verbose(
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$"Set Weapon Visibility in state {state.Identifier.Incognito(null)} from {old} to {value}. [Affecting {actors.ToLazyString("nothing")}.]");
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_event.Invoke(StateChanged.Type.Other, source, state, actors, (old, value, ActorState.MetaIndex.WeaponState));
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_event.Invoke(StateChanged.Type.Other, source, state, actors, (old, value, MetaIndex.WeaponState));
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}
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/// <summary> Change visor state. </summary>
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public void ChangeVisorState(ActorState state, bool value, StateChanged.Source source, uint key = 0)
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{
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if (!_editor.ChangeMetaState(state, ActorState.MetaIndex.VisorState, value, source, out var old, key))
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if (!_editor.ChangeMetaState(state, MetaIndex.VisorState, value, source, out var old, key))
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return;
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var actors = _applier.ChangeVisor(state, source is StateChanged.Source.Manual or StateChanged.Source.Ipc);
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Glamourer.Log.Verbose(
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$"Set Visor State in state {state.Identifier.Incognito(null)} from {old} to {value}. [Affecting {actors.ToLazyString("nothing")}.]");
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_event.Invoke(StateChanged.Type.Other, source, state, actors, (old, value, ActorState.MetaIndex.VisorState));
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_event.Invoke(StateChanged.Type.Other, source, state, actors, (old, value, MetaIndex.VisorState));
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}
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/// <summary> Set GPose Wetness. </summary>
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public void ChangeWetness(ActorState state, bool value, StateChanged.Source source, uint key = 0)
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{
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if (!_editor.ChangeMetaState(state, ActorState.MetaIndex.Wetness, value, source, out var old, key))
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if (!_editor.ChangeMetaState(state, MetaIndex.Wetness, value, source, out var old, key))
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return;
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var actors = _applier.ChangeWetness(state, true);
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Glamourer.Log.Verbose(
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$"Set Wetness in state {state.Identifier.Incognito(null)} from {old} to {value}. [Affecting {actors.ToLazyString("nothing")}.]");
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_event.Invoke(StateChanged.Type.Other, state[ActorState.MetaIndex.Wetness], state, actors, (old, value, ActorState.MetaIndex.Wetness));
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_event.Invoke(StateChanged.Type.Other, state.Source[MetaIndex.Wetness], state, actors, (old, value, MetaIndex.Wetness));
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}
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#endregion
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@ -385,16 +385,16 @@ public class StateManager(
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var redraw = oldModelId != design.DesignData.ModelId || !design.DesignData.IsHuman;
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if (design.DoApplyWetness())
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_editor.ChangeMetaState(state, ActorState.MetaIndex.Wetness, design.DesignData.IsWet(), source, out _, key);
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_editor.ChangeMetaState(state, MetaIndex.Wetness, design.DesignData.IsWet(), source, out _, key);
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if (state.ModelData.IsHuman)
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{
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if (design.DoApplyHatVisible())
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_editor.ChangeMetaState(state, ActorState.MetaIndex.HatState, design.DesignData.IsHatVisible(), source, out _, key);
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_editor.ChangeMetaState(state, MetaIndex.HatState, design.DesignData.IsHatVisible(), source, out _, key);
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if (design.DoApplyWeaponVisible())
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_editor.ChangeMetaState(state, ActorState.MetaIndex.WeaponState, design.DesignData.IsWeaponVisible(), source, out _, key);
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_editor.ChangeMetaState(state, MetaIndex.WeaponState, design.DesignData.IsWeaponVisible(), source, out _, key);
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if (design.DoApplyVisorToggle())
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_editor.ChangeMetaState(state, ActorState.MetaIndex.VisorState, design.DesignData.IsVisorToggled(), source, out _, key);
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_editor.ChangeMetaState(state, MetaIndex.VisorState, design.DesignData.IsVisorToggled(), source, out _, key);
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var flags = state.AllowsRedraw(_condition)
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? design.ApplyCustomize
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@ -419,13 +419,13 @@ public class StateManager(
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if (!state.ModelData.Customize.Highlights)
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_editor.ChangeParameter(state, CustomizeParameterFlag.HairHighlight,
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state.ModelData.Parameters[CustomizeParameterFlag.HairDiffuse],
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state[CustomizeParameterFlag.HairDiffuse], out _, key);
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state.Source[CustomizeParameterFlag.HairDiffuse], out _, key);
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}
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var actors = ApplyAll(state, redraw, false);
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Glamourer.Log.Verbose(
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$"Applied design to {state.Identifier.Incognito(null)}. [Affecting {actors.ToLazyString("nothing")}.]");
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_event.Invoke(StateChanged.Type.Design, state[ActorState.MetaIndex.Wetness], state, actors, design);
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_event.Invoke(StateChanged.Type.Design, state.Source[MetaIndex.Wetness], state, actors, design);
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return;
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void HandleEquip(EquipSlot slot, bool applyPiece, bool applyStain)
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@ -455,7 +455,7 @@ public class StateManager(
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_applier.ChangeCustomize(actors, state.ModelData.Customize);
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foreach (var slot in EquipSlotExtensions.EqdpSlots)
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{
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_applier.ChangeArmor(actors, slot, state.ModelData.Armor(slot), state[slot, false] is not StateChanged.Source.Ipc,
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_applier.ChangeArmor(actors, slot, state.ModelData.Armor(slot), state.Source[slot, false] is not StateChanged.Source.Ipc,
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state.ModelData.IsHatVisible());
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}
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@ -489,22 +489,22 @@ public class StateManager(
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state.ModelData = state.BaseData;
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state.ModelData.SetIsWet(false);
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foreach (var index in Enum.GetValues<CustomizeIndex>())
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state[index] = StateChanged.Source.Game;
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state.Source[index] = StateChanged.Source.Game;
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foreach (var slot in EquipSlotExtensions.FullSlots)
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{
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state[slot, true] = StateChanged.Source.Game;
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state[slot, false] = StateChanged.Source.Game;
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state.Source[slot, true] = StateChanged.Source.Game;
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state.Source[slot, false] = StateChanged.Source.Game;
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}
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foreach (var type in Enum.GetValues<ActorState.MetaIndex>())
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state[type] = StateChanged.Source.Game;
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foreach (var type in Enum.GetValues<MetaIndex>())
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state.Source[type] = StateChanged.Source.Game;
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foreach (var slot in CrestExtensions.AllRelevantSet)
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state[slot] = StateChanged.Source.Game;
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state.Source[slot] = StateChanged.Source.Game;
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foreach (var flag in CustomizeParameterExtensions.AllFlags)
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state[flag] = StateChanged.Source.Game;
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state.Source[flag] = StateChanged.Source.Game;
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var actors = ActorData.Invalid;
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if (source is StateChanged.Source.Manual or StateChanged.Source.Ipc)
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@ -523,7 +523,7 @@ public class StateManager(
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state.ModelData.Parameters = state.BaseData.Parameters;
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foreach (var flag in CustomizeParameterExtensions.AllFlags)
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state[flag] = StateChanged.Source.Game;
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state.Source[flag] = StateChanged.Source.Game;
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var actors = ActorData.Invalid;
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if (source is StateChanged.Source.Manual or StateChanged.Source.Ipc)
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@ -538,69 +538,69 @@ public class StateManager(
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if (!state.Unlock(key))
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return;
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foreach (var index in Enum.GetValues<CustomizeIndex>().Where(i => state[i] is StateChanged.Source.Fixed))
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foreach (var index in Enum.GetValues<CustomizeIndex>().Where(i => state.Source[i] is StateChanged.Source.Fixed))
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{
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state[index] = StateChanged.Source.Game;
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state.Source[index] = StateChanged.Source.Game;
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state.ModelData.Customize[index] = state.BaseData.Customize[index];
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}
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foreach (var slot in EquipSlotExtensions.FullSlots)
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{
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if (state[slot, true] is StateChanged.Source.Fixed)
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if (state.Source[slot, true] is StateChanged.Source.Fixed)
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{
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state[slot, true] = StateChanged.Source.Game;
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state.Source[slot, true] = StateChanged.Source.Game;
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state.ModelData.SetStain(slot, state.BaseData.Stain(slot));
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}
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if (state[slot, false] is StateChanged.Source.Fixed)
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if (state.Source[slot, false] is StateChanged.Source.Fixed)
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{
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state[slot, false] = StateChanged.Source.Game;
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state.Source[slot, false] = StateChanged.Source.Game;
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state.ModelData.SetItem(slot, state.BaseData.Item(slot));
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}
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}
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foreach (var slot in CrestExtensions.AllRelevantSet)
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{
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if (state[slot] is StateChanged.Source.Fixed)
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if (state.Source[slot] is StateChanged.Source.Fixed)
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{
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state[slot] = StateChanged.Source.Game;
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state.Source[slot] = StateChanged.Source.Game;
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state.ModelData.SetCrest(slot, state.BaseData.Crest(slot));
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}
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}
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foreach (var flag in CustomizeParameterExtensions.AllFlags)
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{
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switch (state[flag])
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switch (state.Source[flag])
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{
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case StateChanged.Source.Fixed:
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case StateChanged.Source.Manual when !respectManualPalettes:
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state[flag] = StateChanged.Source.Game;
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state.Source[flag] = StateChanged.Source.Game;
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state.ModelData.Parameters[flag] = state.BaseData.Parameters[flag];
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break;
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}
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}
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if (state[ActorState.MetaIndex.HatState] is StateChanged.Source.Fixed)
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if (state.Source[MetaIndex.HatState] is StateChanged.Source.Fixed)
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{
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state[ActorState.MetaIndex.HatState] = StateChanged.Source.Game;
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state.Source[MetaIndex.HatState] = StateChanged.Source.Game;
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state.ModelData.SetHatVisible(state.BaseData.IsHatVisible());
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}
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if (state[ActorState.MetaIndex.VisorState] is StateChanged.Source.Fixed)
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if (state.Source[MetaIndex.VisorState] is StateChanged.Source.Fixed)
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{
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state[ActorState.MetaIndex.VisorState] = StateChanged.Source.Game;
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state.Source[MetaIndex.VisorState] = StateChanged.Source.Game;
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state.ModelData.SetVisor(state.BaseData.IsVisorToggled());
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}
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if (state[ActorState.MetaIndex.WeaponState] is StateChanged.Source.Fixed)
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if (state.Source[MetaIndex.WeaponState] is StateChanged.Source.Fixed)
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{
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state[ActorState.MetaIndex.WeaponState] = StateChanged.Source.Game;
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state.Source[MetaIndex.WeaponState] = StateChanged.Source.Game;
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state.ModelData.SetWeaponVisible(state.BaseData.IsWeaponVisible());
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}
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if (state[ActorState.MetaIndex.Wetness] is StateChanged.Source.Fixed)
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if (state.Source[MetaIndex.Wetness] is StateChanged.Source.Fixed)
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{
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state[ActorState.MetaIndex.Wetness] = StateChanged.Source.Game;
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state.Source[MetaIndex.Wetness] = StateChanged.Source.Game;
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state.ModelData.SetIsWet(state.BaseData.IsWet());
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}
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}
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