Glamourer/Glamourer/Gui/Equipment/BonusDrawData.cs

57 lines
2 KiB
C#

using Glamourer.Designs;
using Glamourer.State;
using Penumbra.GameData.Enums;
using Penumbra.GameData.Structs;
namespace Glamourer.Gui.Equipment;
public struct BonusDrawData(BonusItemFlag slot, in DesignData designData)
{
private IDesignEditor _editor;
private object _object;
public readonly BonusItemFlag Slot = slot;
public bool Locked;
public bool DisplayApplication;
public bool AllowRevert;
public readonly bool IsDesign
=> _object is Design;
public readonly bool IsState
=> _object is ActorState;
public readonly void SetItem(EquipItem item)
=> _editor.ChangeBonusItem(_object, Slot, item, ApplySettings.Manual);
public readonly void SetApplyItem(bool value)
{
var manager = (DesignManager)_editor;
var design = (Design)_object;
manager.ChangeApplyBonusItem(design, Slot, value);
}
public EquipItem CurrentItem = designData.BonusItem(slot);
public EquipItem GameItem = default;
public bool CurrentApply;
public static BonusDrawData FromDesign(DesignManager manager, Design design, BonusItemFlag slot)
=> new(slot, design.DesignData)
{
_editor = manager,
_object = design,
CurrentApply = design.DoApplyBonusItem(slot),
Locked = design.WriteProtected(),
DisplayApplication = true,
};
public static BonusDrawData FromState(StateManager manager, ActorState state, BonusItemFlag slot)
=> new(slot, state.ModelData)
{
_editor = manager,
_object = state,
Locked = state.IsLocked,
DisplayApplication = false,
GameItem = state.BaseData.BonusItem(slot),
AllowRevert = true,
};
}