mirror of
https://github.com/Ottermandias/Glamourer.git
synced 2025-12-27 19:09:21 +01:00
491 lines
22 KiB
C#
491 lines
22 KiB
C#
using System;
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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 Glamourer.Customization;
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using Glamourer.Designs;
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using Glamourer.Events;
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using Glamourer.Interop;
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using Glamourer.Interop.Structs;
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using Glamourer.Services;
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using Penumbra.GameData.Actors;
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using Penumbra.GameData.Enums;
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using Penumbra.GameData.Structs;
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namespace Glamourer.State;
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public class StateManager : IReadOnlyDictionary<ActorIdentifier, ActorState>
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{
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private readonly ActorService _actors;
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private readonly ItemManager _items;
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private readonly CustomizationService _customizations;
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private readonly VisorService _visor;
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private readonly StateChanged _event;
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private readonly ObjectManager _objects;
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private readonly StateEditor _editor;
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private readonly Dictionary<ActorIdentifier, ActorState> _states = new();
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public StateManager(ActorService actors, ItemManager items, CustomizationService customizations, VisorService visor, StateChanged @event,
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ObjectManager objects, StateEditor editor)
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{
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_actors = actors;
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_items = items;
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_customizations = customizations;
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_visor = visor;
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_event = @event;
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_objects = objects;
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_editor = editor;
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}
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public IEnumerator<KeyValuePair<ActorIdentifier, ActorState>> GetEnumerator()
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=> _states.GetEnumerator();
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IEnumerator IEnumerable.GetEnumerator()
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=> GetEnumerator();
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public int Count
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=> _states.Count;
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public bool ContainsKey(ActorIdentifier key)
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=> _states.ContainsKey(key);
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public bool TryGetValue(ActorIdentifier key, out ActorState value)
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=> _states.TryGetValue(key, out value!);
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public ActorState this[ActorIdentifier key]
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=> _states[key];
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public IEnumerable<ActorIdentifier> Keys
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=> _states.Keys;
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public IEnumerable<ActorState> Values
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=> _states.Values;
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/// <inheritdoc cref="GetOrCreate(ActorIdentifier, Actor, out ActorState?)"/>
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public bool GetOrCreate(Actor actor, [NotNullWhen(true)] out ActorState? state)
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=> GetOrCreate(actor.GetIdentifier(_actors.AwaitedService), actor, out state);
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/// <summary> Try to obtain or create a new state for an existing actor. Returns false if no state could be created. </summary>
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public unsafe bool GetOrCreate(ActorIdentifier identifier, Actor actor, [NotNullWhen(true)] out ActorState? state)
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{
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if (TryGetValue(identifier, out state))
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return true;
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try
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{
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// Initial Creation, use the actors data for the base data,
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// and the draw objects data for the model data (where possible).
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state = new ActorState(identifier)
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{
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ModelData = FromActor(actor, true),
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BaseData = FromActor(actor, false),
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LastJob = (byte) (actor.IsCharacter ? actor.AsCharacter->CharacterData.ClassJob : 0),
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};
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// state.Identifier is owned.
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_states.Add(state.Identifier, state);
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return true;
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}
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catch (Exception ex)
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{
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Glamourer.Log.Error($"Could not create new actor data for {identifier}:\n{ex}");
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return false;
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}
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}
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/// <summary>
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/// Create DesignData from a given actor.
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/// This uses the draw object if available and where possible,
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/// and the game object where necessary.
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/// </summary>
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public unsafe DesignData FromActor(Actor actor, bool useModel)
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{
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var ret = new DesignData();
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// If the given actor is not a character, just return a default character.
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if (!actor.IsCharacter)
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{
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ret.SetDefaultEquipment(_items);
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return ret;
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}
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// Model ID is only unambiguously contained in the game object.
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// The draw object only has the object type.
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// TODO reverse search model data to get model id from model.
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if (actor.AsCharacter->CharacterData.ModelCharaId != 0)
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{
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ret.LoadNonHuman((uint)actor.AsCharacter->CharacterData.ModelCharaId, *(Customize*)&actor.AsCharacter->DrawData.CustomizeData,
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(byte*)&actor.AsCharacter->DrawData.Head);
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return ret;
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}
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var model = actor.Model;
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CharacterWeapon main;
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CharacterWeapon off;
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// Hat visibility is only unambiguously contained in the game object.
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// Set it first to know where to get head slot data from.
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ret.SetHatVisible(!actor.AsCharacter->DrawData.IsHatHidden);
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// Use the draw object if it is a human.
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if (useModel && model.IsHuman)
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{
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// Customize can be obtained from the draw object.
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ret.Customize = model.GetCustomize();
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// We can not use the head slot data from the draw object if the hat is hidden.
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var head = ret.IsHatVisible() ? model.GetArmor(EquipSlot.Head) : actor.GetArmor(EquipSlot.Head);
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var headItem = _items.Identify(EquipSlot.Head, head.Set, head.Variant);
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ret.SetItem(EquipSlot.Head, headItem);
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ret.SetStain(EquipSlot.Head, head.Stain);
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// The other slots can be used from the draw object.
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foreach (var slot in EquipSlotExtensions.EqdpSlots.Skip(1))
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{
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var armor = model.GetArmor(slot);
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var item = _items.Identify(slot, armor.Set, armor.Variant);
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ret.SetItem(slot, item);
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ret.SetStain(slot, armor.Stain);
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}
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// Weapons use the draw objects of the weapons, but require the game object either way.
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(_, _, main, off) = model.GetWeapons(actor);
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// Visor state is a flag on the game object, but we can see the actual state on the draw object.
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ret.SetVisor(_visor.GetVisorState(model));
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}
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else
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{
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// Obtain all data from the game object.
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ret.Customize = actor.GetCustomize();
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foreach (var slot in EquipSlotExtensions.EqdpSlots)
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{
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var armor = actor.GetArmor(slot);
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var item = _items.Identify(slot, armor.Set, armor.Variant);
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ret.SetItem(slot, item);
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ret.SetStain(slot, armor.Stain);
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}
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main = actor.GetMainhand();
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off = actor.GetOffhand();
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ret.SetVisor(actor.AsCharacter->DrawData.IsVisorToggled);
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}
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// Set the weapons regardless of source.
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var mainItem = _items.Identify(EquipSlot.MainHand, main.Set, main.Type, (byte)main.Variant);
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var offItem = _items.Identify(EquipSlot.OffHand, off.Set, off.Type, (byte)off.Variant, mainItem.Type);
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ret.SetItem(EquipSlot.MainHand, mainItem);
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ret.SetStain(EquipSlot.MainHand, main.Stain);
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ret.SetItem(EquipSlot.OffHand, offItem);
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ret.SetStain(EquipSlot.OffHand, off.Stain);
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// Wetness can technically only be set in GPose or via external tools.
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// It is only available in the game object.
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ret.SetIsWet(actor.AsCharacter->IsGPoseWet);
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// Weapon visibility could technically be inferred from the weapon draw objects,
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// but since we use hat visibility from the game object we can also use weapon visibility from it.
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ret.SetWeaponVisible(!actor.AsCharacter->DrawData.IsWeaponHidden);
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return ret;
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}
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#region Change Values
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/// <summary> Change a customization value. </summary>
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public void ChangeCustomize(ActorState state, CustomizeIndex idx, CustomizeValue value, StateChanged.Source source)
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{
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// Update state data.
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var old = state.ModelData.Customize[idx];
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state.ModelData.Customize[idx] = value;
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state[idx] = source;
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// Update draw objects.
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_objects.Update();
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var objects = _objects.TryGetValue(state.Identifier, out var d) ? d : ActorData.Invalid;
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if (source is StateChanged.Source.Manual)
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_editor.ChangeCustomize(objects, state.ModelData.Customize);
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// Meta.
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Glamourer.Log.Verbose(
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$"Set {idx.ToDefaultName()} customizations in state {state.Identifier} from {old.Value} to {value.Value}. [Affecting {objects.ToLazyString("nothing")}.]");
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_event.Invoke(StateChanged.Type.Customize, source, state, objects, (old, value, idx));
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}
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/// <summary> Change an entire customization array according to flags. </summary>
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public void ChangeCustomize(ActorState state, in Customize customizeInput, CustomizeFlag apply, StateChanged.Source source)
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{
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// Update state data.
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var old = state.ModelData.Customize;
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var (customize, applied) = _customizations.Combine(state.ModelData.Customize, customizeInput, apply);
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if (applied == 0)
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return;
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state.ModelData.Customize = customize;
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foreach (var type in Enum.GetValues<CustomizeIndex>())
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{
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var flag = type.ToFlag();
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if (applied.HasFlag(flag))
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state[type] = source;
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}
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// Update draw objects.
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_objects.Update();
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var objects = _objects.TryGetValue(state.Identifier, out var d) ? d : ActorData.Invalid;
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if (source is StateChanged.Source.Manual)
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_editor.ChangeCustomize(objects, state.ModelData.Customize);
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// Meta.
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Glamourer.Log.Verbose(
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$"Set {applied} customizations in state {state.Identifier} from {old} to {customize}. [Affecting {objects.ToLazyString("nothing")}.]");
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_event.Invoke(StateChanged.Type.Customize, source, state, objects, (old, customize, applied));
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}
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/// <summary> Change a single piece of equipment without stain. </summary>
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/// <remarks> Do not use this in the same frame as ChangeStain, use <see cref="ChangeEquip(ActorState,EquipSlot,EquipItem,StainId,StateChanged.Source)"/> instead. </remarks>
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public void ChangeItem(ActorState state, EquipSlot slot, EquipItem item, StateChanged.Source source)
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{
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// Update state data.
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var old = state.ModelData.Item(slot);
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state.ModelData.SetItem(slot, item);
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state[slot, false] = source;
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var type = slot is EquipSlot.MainHand or EquipSlot.OffHand ? StateChanged.Type.Weapon : StateChanged.Type.Equip;
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// Update draw objects.
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_objects.Update();
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var objects = _objects.TryGetValue(state.Identifier, out var d) ? d : ActorData.Invalid;
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if (source is StateChanged.Source.Manual)
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if (type == StateChanged.Type.Equip)
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_editor.ChangeArmor(objects, slot, state.ModelData.Armor(slot));
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else
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_editor.ChangeWeapon(objects, slot, state.ModelData.Item(slot), state.ModelData.Stain(slot));
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// Meta.
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Glamourer.Log.Verbose(
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$"Set {slot.ToName()} in state {state.Identifier} from {old.Name} ({old.Id}) to {item.Name} ({item.Id}). [Affecting {objects.ToLazyString("nothing")}.]");
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_event.Invoke(type, source, state, objects, (old, item, slot));
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}
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/// <summary> Change a single piece of equipment including stain. </summary>
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public void ChangeEquip(ActorState state, EquipSlot slot, EquipItem item, StainId stain, StateChanged.Source source)
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{
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// Update state data.
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var old = state.ModelData.Item(slot);
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var oldStain = state.ModelData.Stain(slot);
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state.ModelData.SetItem(slot, item);
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state.ModelData.SetStain(slot, stain);
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state[slot, false] = source;
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state[slot, true] = source;
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var type = slot is EquipSlot.MainHand or EquipSlot.OffHand ? StateChanged.Type.Weapon : StateChanged.Type.Equip;
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// Update draw objects.
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_objects.Update();
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var objects = _objects.TryGetValue(state.Identifier, out var d) ? d : ActorData.Invalid;
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if (source is StateChanged.Source.Manual)
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if (type == StateChanged.Type.Equip)
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_editor.ChangeArmor(objects, slot, state.ModelData.Armor(slot));
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else
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_editor.ChangeWeapon(objects, slot, state.ModelData.Item(slot), state.ModelData.Stain(slot));
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// Meta.
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Glamourer.Log.Verbose(
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$"Set {slot.ToName()} in state {state.Identifier} from {old.Name} ({old.Id}) to {item.Name} ({item.Id}) and its stain from {oldStain.Value} to {stain.Value}. [Affecting {objects.ToLazyString("nothing")}.]");
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_event.Invoke(type, source, state, objects, (old, item, slot));
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_event.Invoke(StateChanged.Type.Stain, source, state, objects, (oldStain, stain, slot));
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}
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/// <summary> Change only the stain of an equipment piece. </summary>
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/// <remarks>
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/// Do not use this in the same frame as ChangeEquip, use <see cref="ChangeEquip(ActorState,EquipSlot,EquipItem,StainId,StateChanged.Source)"/> instead. </remarks>
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public void ChangeStain(ActorState state, EquipSlot slot, StainId stain, StateChanged.Source source)
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{
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// Update state data.
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var old = state.ModelData.Stain(slot);
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state.ModelData.SetStain(slot, stain);
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state[slot, true] = source;
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// Update draw objects.
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_objects.Update();
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var objects = _objects.TryGetValue(state.Identifier, out var d) ? d : ActorData.Invalid;
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if (source is StateChanged.Source.Manual)
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_editor.ChangeStain(objects, slot, stain);
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// Meta.
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Glamourer.Log.Verbose(
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$"Set {slot.ToName()} stain in state {state.Identifier} from {old.Value} to {stain.Value}. [Affecting {objects.ToLazyString("nothing")}.]");
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_event.Invoke(StateChanged.Type.Stain, source, state, objects, (old, stain, slot));
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}
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/// <summary> Change hat visibility. </summary>
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public void ChangeHatState(ActorState state, bool value, StateChanged.Source source)
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{
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// Update state data.
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var old = state.ModelData.IsHatVisible();
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state.ModelData.SetHatVisible(value);
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state[ActorState.MetaFlag.HatState] = source;
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// Update draw objects / game objects.
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_objects.Update();
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var objects = _objects.TryGetValue(state.Identifier, out var d) ? d : ActorData.Invalid;
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if (source is StateChanged.Source.Manual)
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_editor.ChangeHatState(objects, value);
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// Meta.
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Glamourer.Log.Verbose(
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$"Set Head Gear Visibility in state {state.Identifier} from {old} to {value}. [Affecting {objects.ToLazyString("nothing")}.]");
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_event.Invoke(StateChanged.Type.Other, source, state, objects, (old, value, ActorState.MetaFlag.HatState));
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}
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/// <summary> Change weapon visibility. </summary>
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public void ChangeWeaponState(ActorState state, bool value, StateChanged.Source source)
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{
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// Update state data.
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var old = state.ModelData.IsWeaponVisible();
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state.ModelData.SetWeaponVisible(value);
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state[ActorState.MetaFlag.WeaponState] = source;
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// Update draw objects / game objects.
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_objects.Update();
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var objects = _objects.TryGetValue(state.Identifier, out var d) ? d : ActorData.Invalid;
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if (source is StateChanged.Source.Manual)
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_editor.ChangeWeaponState(objects, value);
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// Meta.
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Glamourer.Log.Verbose(
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$"Set Weapon Visibility in state {state.Identifier} from {old} to {value}. [Affecting {objects.ToLazyString("nothing")}.]");
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_event.Invoke(StateChanged.Type.Other, source, state, objects, (old, value, ActorState.MetaFlag.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)
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{
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// Update state data.
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var old = state.ModelData.IsVisorToggled();
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state.ModelData.SetVisor(value);
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state[ActorState.MetaFlag.VisorState] = source;
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// Update draw objects.
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_objects.Update();
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var objects = _objects.TryGetValue(state.Identifier, out var d) ? d : ActorData.Invalid;
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if (source is StateChanged.Source.Manual)
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_editor.ChangeVisor(objects, value);
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// Meta.
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Glamourer.Log.Verbose(
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$"Set Visor State in state {state.Identifier} from {old} to {value}. [Affecting {objects.ToLazyString("nothing")}.]");
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_event.Invoke(StateChanged.Type.Other, source, state, objects, (old, value, ActorState.MetaFlag.VisorState));
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}
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/// <summary> Set GPose Wetness. </summary>
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public void ChangeWetness(ActorState state, bool value, StateChanged.Source source)
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{
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// Update state data.
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var old = state.ModelData.IsWet();
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state.ModelData.SetIsWet(value);
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state[ActorState.MetaFlag.Wetness] = source;
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// Update draw objects / game objects.
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_objects.Update();
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var objects = _objects.TryGetValue(state.Identifier, out var d) ? d : ActorData.Invalid;
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_editor.ChangeWetness(objects, value);
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// Meta.
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Glamourer.Log.Verbose(
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$"Set Wetness in state {state.Identifier} from {old} to {value}. [Affecting {objects.ToLazyString("nothing")}.]");
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_event.Invoke(StateChanged.Type.Other, state[ActorState.MetaFlag.Wetness], state, objects, (old, value, ActorState.MetaFlag.Wetness));
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}
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#endregion
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public void ApplyDesign(Design design, ActorState state)
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{
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void HandleEquip(EquipSlot slot, bool applyPiece, bool applyStain)
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{
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switch (applyPiece, applyStain)
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{
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case (false, false): break;
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case (true, false):
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ChangeItem(state, slot, design.DesignData.Item(slot), StateChanged.Source.Manual);
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break;
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case (false, true):
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ChangeStain(state, slot, design.DesignData.Stain(slot), StateChanged.Source.Manual);
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break;
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case (true, true):
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ChangeEquip(state, slot, design.DesignData.Item(slot), design.DesignData.Stain(slot), StateChanged.Source.Manual);
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break;
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}
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}
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foreach (var slot in EquipSlotExtensions.EqdpSlots)
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HandleEquip(slot, design.DoApplyEquip(slot), design.DoApplyStain(slot));
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HandleEquip(EquipSlot.MainHand,
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design.DoApplyEquip(EquipSlot.MainHand)
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&& design.DesignData.Item(EquipSlot.MainHand).Type == state.BaseData.Item(EquipSlot.MainHand).Type,
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design.DoApplyStain(EquipSlot.MainHand));
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HandleEquip(EquipSlot.OffHand,
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design.DoApplyEquip(EquipSlot.OffHand)
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&& design.DesignData.Item(EquipSlot.OffHand).Type == state.BaseData.Item(EquipSlot.OffHand).Type,
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design.DoApplyStain(EquipSlot.OffHand));
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if (design.DoApplyHatVisible())
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ChangeHatState(state, design.DesignData.IsHatVisible(), StateChanged.Source.Manual);
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if (design.DoApplyWeaponVisible())
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ChangeWeaponState(state, design.DesignData.IsWeaponVisible(), StateChanged.Source.Manual);
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if (design.DoApplyVisorToggle())
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ChangeVisorState(state, design.DesignData.IsVisorToggled(), StateChanged.Source.Manual);
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if (design.DoApplyWetness())
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ChangeWetness(state, design.DesignData.IsWet(), StateChanged.Source.Manual);
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ChangeCustomize(state, design.DesignData.Customize, design.ApplyCustomize, StateChanged.Source.Manual);
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}
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public void ResetState(ActorState state)
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{
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foreach (var slot in EquipSlotExtensions.EqdpSlots)
|
|
ChangeEquip(state, slot, state.BaseData.Item(slot), state.BaseData.Stain(slot), StateChanged.Source.Game);
|
|
|
|
ChangeEquip(state, EquipSlot.MainHand, state.BaseData.Item(EquipSlot.MainHand), state.BaseData.Stain(EquipSlot.MainHand),
|
|
StateChanged.Source.Game);
|
|
ChangeEquip(state, EquipSlot.OffHand, state.BaseData.Item(EquipSlot.OffHand), state.BaseData.Stain(EquipSlot.OffHand),
|
|
StateChanged.Source.Game);
|
|
ChangeHatState(state, state.BaseData.IsHatVisible(), StateChanged.Source.Game);
|
|
ChangeVisorState(state, state.BaseData.IsVisorToggled(), StateChanged.Source.Game);
|
|
ChangeWeaponState(state, state.BaseData.IsWeaponVisible(), StateChanged.Source.Game);
|
|
ChangeWetness(state, false, StateChanged.Source.Game);
|
|
ChangeCustomize(state, state.BaseData.Customize, CustomizeFlagExtensions.All, StateChanged.Source.Game);
|
|
|
|
_objects.Update();
|
|
var objects = _objects.TryGetValue(state.Identifier, out var d) ? d : ActorData.Invalid;
|
|
foreach (var actor in objects.Objects)
|
|
ReapplyState(actor);
|
|
}
|
|
|
|
public void ReapplyState(Actor actor)
|
|
{
|
|
if (!GetOrCreate(actor, out var state))
|
|
return;
|
|
|
|
var mdl = actor.Model;
|
|
if (!mdl.IsHuman)
|
|
return;
|
|
|
|
var data = new ActorData(actor, string.Empty);
|
|
var customizeFlags = Customize.Compare(mdl.GetCustomize(), state.ModelData.Customize);
|
|
|
|
_editor.ChangeCustomize(data, state.ModelData.Customize);
|
|
if (customizeFlags.RequiresRedraw())
|
|
return;
|
|
|
|
foreach (var slot in EquipSlotExtensions.EqdpSlots)
|
|
_editor.ChangeArmor(data, slot, state.ModelData.Armor(slot));
|
|
_editor.ChangeMainhand(data, state.ModelData.Item(EquipSlot.MainHand), state.ModelData.Stain(EquipSlot.MainHand));
|
|
_editor.ChangeOffhand(data, state.ModelData.Item(EquipSlot.OffHand), state.ModelData.Stain(EquipSlot.OffHand));
|
|
_editor.ChangeWetness(data, false);
|
|
_editor.ChangeWeaponState(data, state.ModelData.IsWeaponVisible());
|
|
_editor.ChangeHatState(data, state.ModelData.IsHatVisible());
|
|
_editor.ChangeVisor(data, state.ModelData.IsVisorToggled());
|
|
}
|
|
|
|
public void DeleteState(ActorIdentifier identifier)
|
|
=> _states.Remove(identifier);
|
|
}
|