Fix applying designs via weapons in gpose.

This commit is contained in:
Ottermandias 2024-02-23 16:49:07 +01:00
parent fdee4c4ca8
commit ecf6008b71
2 changed files with 25 additions and 8 deletions

View file

@ -19,7 +19,8 @@ public class StateEditor(
Configuration config,
ItemManager items,
DesignMerger merger,
ModSettingApplier modApplier) : IDesignEditor
ModSettingApplier modApplier,
GPoseService gPose) : IDesignEditor
{
protected readonly InternalStateEditor Editor = editor;
protected readonly StateApplier Applier = applier;
@ -276,12 +277,27 @@ public class StateEditor(
continue;
var currentType = state.ModelData.Item(weaponSlot).Type;
if (!settings.FromJobChange && mergedDesign.Weapons.TryGetValue(currentType, out var weapon))
if (!settings.FromJobChange)
{
var source = settings.UseSingleSource ? settings.Source :
weapon.Item2 is StateSource.Game ? StateSource.Game : weapon.Item2;
Editor.ChangeItem(state, weaponSlot, weapon.Item1, source, out _,
settings.Key);
if (gPose.InGPose)
{
Editor.ChangeItem(state, weaponSlot, mergedDesign.Design.DesignData.Item(weaponSlot),
settings.UseSingleSource ? settings.Source : mergedDesign.Sources[weaponSlot, false], out var old, settings.Key);
var oldSource = state.Sources[weaponSlot, false];
gPose.AddActionOnLeave(() =>
{
if (old.Type == state.BaseData.Item(weaponSlot).Type)
Editor.ChangeItem(state, weaponSlot, old, oldSource, out _, settings.Key);
});
}
if (mergedDesign.Weapons.TryGetValue(currentType, out var weapon))
{
var source = settings.UseSingleSource ? settings.Source :
weapon.Item2 is StateSource.Game ? StateSource.Game : weapon.Item2;
Editor.ChangeItem(state, weaponSlot, weapon.Item1, source, out _,
settings.Key);
}
}
}

View file

@ -27,8 +27,9 @@ public sealed class StateManager(
Configuration config,
JobChangeState jobChange,
DesignMerger merger,
ModSettingApplier modApplier)
: StateEditor(editor, applier, @event, jobChange, config, items, merger, modApplier), IReadOnlyDictionary<ActorIdentifier, ActorState>
ModSettingApplier modApplier,
GPoseService gPose)
: StateEditor(editor, applier, @event, jobChange, config, items, merger, modApplier, gPose), IReadOnlyDictionary<ActorIdentifier, ActorState>
{
private readonly Dictionary<ActorIdentifier, ActorState> _states = [];