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https://github.com/Ottermandias/Glamourer.git
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Fix issue with cutscene actors.
This commit is contained in:
parent
e2252066f1
commit
fc275d584e
6 changed files with 37 additions and 17 deletions
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@ -1,5 +1,7 @@
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using System;
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using System.Linq;
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using System.Numerics;
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using Dalamud.Game.ClientState.Conditions;
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using Dalamud.Interface;
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using Dalamud.Interface.Internal.Notifications;
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using FFXIVClientStructs.FFXIV.Client.Game;
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@ -35,6 +37,7 @@ public class ActorPanel
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private readonly ObjectManager _objects;
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private readonly DesignManager _designManager;
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private readonly DatFileService _datFileService;
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private readonly Condition _conditions;
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private ActorIdentifier _identifier;
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private string _actorName = string.Empty;
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@ -45,7 +48,8 @@ public class ActorPanel
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public ActorPanel(ActorSelector selector, StateManager stateManager, CustomizationDrawer customizationDrawer,
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EquipmentDrawer equipmentDrawer, IdentifierService identification, AutoDesignApplier autoDesignApplier,
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Configuration config, DesignConverter converter, ObjectManager objects, DesignManager designManager, DatFileService datFileService)
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Configuration config, DesignConverter converter, ObjectManager objects, DesignManager designManager, DatFileService datFileService,
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Condition conditions)
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{
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_selector = selector;
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_stateManager = stateManager;
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@ -58,6 +62,7 @@ public class ActorPanel
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_objects = objects;
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_designManager = designManager;
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_datFileService = datFileService;
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_conditions = conditions;
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}
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private CustomizeFlag CustomizeApplicationFlags
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@ -67,7 +72,8 @@ public class ActorPanel
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{
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using var group = ImRaii.Group();
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(_identifier, _data) = _selector.Selection;
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_lockedRedraw = _identifier.Type is IdentifierType.Special;
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_lockedRedraw = _identifier.Type is IdentifierType.Special
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|| _conditions[ConditionFlag.OccupiedInCutSceneEvent];
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(_actorName, _actor) = GetHeaderName();
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DrawHeader();
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DrawPanel();
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@ -134,7 +140,7 @@ public class ActorPanel
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if (!ImGui.CollapsingHeader(header))
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return;
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if (_customizationDrawer.Draw(_state!.ModelData.Customize, _state.IsLocked, _identifier.Type is IdentifierType.Special))
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if (_customizationDrawer.Draw(_state!.ModelData.Customize, _state.IsLocked, _lockedRedraw))
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_stateManager.ChangeCustomize(_state, _customizationDrawer.Customize, _customizationDrawer.Changed, StateChanged.Source.Manual);
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if (_customizationDrawer.DrawWetnessState(_state!.ModelData.IsWet(), out var newWetness, _state.IsLocked))
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@ -130,8 +130,9 @@ public class CommandService : IDisposable
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_chat.Print(" 》 If multiple design sets have the same name, the first one will be changed.");
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_chat.Print(" 》 The name is case-insensitive.");
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_chat.Print(new SeStringBuilder().AddText(" 》 If the command is ").AddBlue("application")
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.AddText(" the design index and flags are required.").BuiltString);
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_chat.Print(" 》 The design index is the number in front of the relevant design in the automated design set.");
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.AddText(" the ").AddYellow("design index").AddText(" and ").AddPurple("flags").AddText(" are required.").BuiltString);
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_chat.Print(new SeStringBuilder().AddText(" 》 The ").AddYellow("design index")
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.AddText(" is the number in front of the relevant design in the automated design set.").BuiltString);
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_chat.Print(new SeStringBuilder().AddText(" 》 The ").AddPurple("Application Flags").AddText(" are a combination of the letters ")
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.AddPurple("C", true).AddText("ustomizations, ")
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.AddPurple("E", true).AddText("quipment, ")
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@ -5,6 +5,7 @@ using Glamourer.Structs;
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using Penumbra.GameData.Actors;
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using Penumbra.GameData.Enums;
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using System.Linq;
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using Dalamud.Game.ClientState.Conditions;
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using CustomizeIndex = Glamourer.Customization.CustomizeIndex;
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namespace Glamourer.State;
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@ -22,8 +23,8 @@ public class ActorState
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public readonly ActorIdentifier Identifier;
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public bool AllowsRedraw
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=> Identifier.Type is not IdentifierType.Special;
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public bool AllowsRedraw(Condition condition)
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=> Identifier.Type is not IdentifierType.Special && !condition[ConditionFlag.OccupiedInCutSceneEvent];
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/// <summary> This should always represent the unmodified state of the draw object. </summary>
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public DesignData BaseData;
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@ -1,5 +1,6 @@
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using System;
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using System.Linq;
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using Dalamud.Game.ClientState.Conditions;
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using Glamourer.Customization;
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using Glamourer.Events;
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using Glamourer.Services;
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@ -15,13 +16,15 @@ public class StateEditor
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private readonly CustomizationService _customizations;
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private readonly HumanModelList _humans;
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private readonly GPoseService _gPose;
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private readonly Condition _condition;
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public StateEditor(CustomizationService customizations, HumanModelList humans, ItemManager items, GPoseService gPose)
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public StateEditor(CustomizationService customizations, HumanModelList humans, ItemManager items, GPoseService gPose, Condition condition)
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{
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_customizations = customizations;
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_humans = humans;
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_items = items;
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_gPose = gPose;
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_condition = condition;
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}
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/// <summary> Change the model id. If the actor is changed from a human to another human, customize and equipData are unused. </summary>
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@ -49,6 +52,9 @@ public class StateEditor
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if (oldIsHuman)
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return true;
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if (!state.AllowsRedraw(_condition))
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return false;
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// Fix up everything else to make sure the result is a valid human.
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state.ModelData.Customize = Customize.Default;
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state.ModelData.SetDefaultEquipment(_items);
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@ -73,6 +79,9 @@ public class StateEditor
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}
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else
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{
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if (!state.AllowsRedraw(_condition))
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return false;
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state.ModelData.LoadNonHuman(modelId, customize, equipData);
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state[ActorState.MetaIndex.ModelId] = source;
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}
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@ -3,6 +3,7 @@ using System.Collections;
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using System.Collections.Generic;
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using System.Diagnostics.CodeAnalysis;
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using System.Linq;
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using Dalamud.Game.ClientState.Conditions;
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using Glamourer.Customization;
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using Glamourer.Designs;
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using Glamourer.Events;
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@ -24,18 +25,20 @@ public class StateManager : IReadOnlyDictionary<ActorIdentifier, ActorState>
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private readonly StateChanged _event;
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private readonly StateApplier _applier;
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private readonly StateEditor _editor;
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private readonly Condition _condition;
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private readonly Dictionary<ActorIdentifier, ActorState> _states = new();
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public StateManager(ActorService actors, ItemManager items, StateChanged @event, StateApplier applier, StateEditor editor,
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HumanModelList humans)
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HumanModelList humans, Condition condition)
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{
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_actors = actors;
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_items = items;
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_event = @event;
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_applier = applier;
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_editor = editor;
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_humans = humans;
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_actors = actors;
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_items = items;
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_event = @event;
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_applier = applier;
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_editor = editor;
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_humans = humans;
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_condition = condition;
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}
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public IEnumerator<KeyValuePair<ActorIdentifier, ActorState>> GetEnumerator()
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@ -378,7 +381,7 @@ public class StateManager : IReadOnlyDictionary<ActorIdentifier, ActorState>
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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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var flags = state.AllowsRedraw ? design.ApplyCustomize : design.ApplyCustomize & ~CustomizeFlagExtensions.RedrawRequired;
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var flags = state.AllowsRedraw(_condition) ? design.ApplyCustomize : design.ApplyCustomize & ~CustomizeFlagExtensions.RedrawRequired;
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_editor.ChangeHumanCustomize(state, design.DesignData.Customize, flags, source, out _, out var applied, key);
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redraw |= applied.RequiresRedraw();
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@ -1 +1 @@
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Subproject commit 7c483764678c6edb5efd55f056aeaecae144d5fe
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Subproject commit 1c53c1da5a5c15cb3d37cb99db64c5651b46a551
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