Beispiel #1
0
        public void RefreshTexture(string texType)
        {
            if (IsMaskKind(texType))
            {
                RefreshAllTextures(true);
                return;
            }

            if (texType != null && !Util.InsideStudio())
            {
                var i = Array.FindIndex(ChaControl.objClothes, x => x != null && x.name == texType);
                if (i >= 0)
                {
                    ChaControl.ChangeCustomClothes(true, i, true, false, false, false, false);
                    return;
                }

                i = Array.FindIndex(ChaControl.objParts, x => x != null && x.name == texType);
                if (i >= 0)
                {
                    ChaControl.ChangeCustomClothes(false, i, true, false, false, false, false);
                    return;
                }
            }

            // Fall back if the specific tex couldn't be refreshed
            RefreshAllTextures();
        }
        public void RefreshAllTextures()
        {
#if KK
            if (KKAPI.Studio.StudioAPI.InsideStudio)
            {
                // Studio needs a more aggresive refresh to update the textures
                // Refresh needs to happen through OCIChar or dynamic bones get messed up
                Studio.Studio.Instance.dicInfo.Values.OfType <Studio.OCIChar>()
                .FirstOrDefault(x => x.charInfo == ChaControl)
                ?.SetCoordinateInfo(CurrentCoordinate.Value, true);
            }
            else
#endif
            {
                for (var i = 0; i < ChaControl.cusClothesCmp.Length; i++)
                {
                    ChaControl.ChangeCustomClothes(true, i, true, false, false, false, false);
                }

                for (var i = 0; i < ChaControl.cusClothesSubCmp.Length; i++)
                {
                    ChaControl.ChangeCustomClothes(false, i, true, false, false, false, false);
                }
            }
        }
Beispiel #3
0
        public void RefreshTexture(string texType)
        {
            if (texType != null && KoikatuAPI.GetCurrentGameMode() != GameMode.Studio)
            {
                var i = Array.FindIndex(ChaControl.objClothes, x => x != null && x.name == texType);
                if (i >= 0)
                {
                    ChaControl.ChangeCustomClothes(i, true, false, false, false);
                    return;
                }
            }

            // Fall back if the specific tex couldn't be refreshed
            RefreshAllTextures();
        }
        public void RefreshAllTextures()
        {
            // todo test if needed for main game as well
            // Studio needs a more aggresive refresh to update the textures
            if (StudioAPI.InsideStudio)
            {
                ChaControl.ChangeClothes(true);
                return;
            }

            for (var i = 0; i < ChaControl.cusClothesCmp.Length; i++)
            {
                ChaControl.ChangeCustomClothes(true, i, true, false, false, false, false);
            }

            for (var i = 0; i < ChaControl.cusClothesSubCmp.Length; i++)
            {
                ChaControl.ChangeCustomClothes(false, i, true, false, false, false, false);
            }
        }
        public void RefreshTexture(string texType)
        {
            if (texType != null)
            {
                var i = Array.FindIndex(ChaControl.objClothes, x => x != null && x.name == texType);
                if (i >= 0)
                {
                    ChaControl.ChangeCustomClothes(true, i, true, false, false, false, false);
                    return;
                }

                i = Array.FindIndex(ChaControl.objParts, x => x != null && x.name == texType);
                if (i >= 0)
                {
                    ChaControl.ChangeCustomClothes(false, i, true, false, false, false, false);
                    return;
                }
            }

            RefreshAllTextures();
        }
Beispiel #6
0
        public void RefreshAllTextures(bool onlyMasks)
        {
#if KK
            if (KKAPI.Studio.StudioAPI.InsideStudio)
            {
                // Studio needs a more aggresive refresh to update the textures
                // Refresh needs to happen through OCIChar or dynamic bones get messed up
                Studio.Studio.Instance.dicInfo.Values.OfType <Studio.OCIChar>()
                .FirstOrDefault(x => x.charInfo == ChaControl)
                ?.SetCoordinateInfo(CurrentCoordinate.Value, true);
            }
            else
#endif
            {
                // Needed for body masks
                var forceNeededParts = new[] { ChaFileDefine.ClothesKind.top, ChaFileDefine.ClothesKind.bra };
                foreach (var clothesKind in forceNeededParts)
                {
                    ForceClothesReload(clothesKind);
                }

                if (onlyMasks)
                {
                    return;
                }

                var allParts = Enum.GetValues(typeof(ChaFileDefine.ClothesKind)).Cast <ChaFileDefine.ClothesKind>();
                foreach (var clothesKind in allParts.Except(forceNeededParts))
                {
                    ChaControl.ChangeCustomClothes(true, (int)clothesKind, true, false, false, false, false);
                }

                // Triggered by ForceClothesReload on top so not necessary
                //for (var i = 0; i < ChaControl.cusClothesSubCmp.Length; i++)
                //    ChaControl.ChangeCustomClothes(false, i, true, false, false, false, false);
            }
        }
Beispiel #7
0
        public void RefreshAllTextures(bool onlyMasks)
        {
#if KK || KKS
            if (KKAPI.Studio.StudioAPI.InsideStudio)
            {
                // Studio needs a more aggresive refresh to update the textures
                // Refresh needs to happen through OCIChar or dynamic bones get messed up
                Studio.Studio.Instance.dicInfo.Values.OfType <Studio.OCIChar>()
                .FirstOrDefault(x => x.charInfo == ChaControl)
                ?.SetCoordinateInfo(CurrentCoordinate.Value, true);
            }
            else
            {
                // Needed for body masks
                var forceNeededParts = new[] { ChaFileDefine.ClothesKind.top, ChaFileDefine.ClothesKind.bra };
                foreach (var clothesKind in forceNeededParts)
                {
                    ForceClothesReload(clothesKind);
                }

                if (onlyMasks)
                {
                    return;
                }

                var allParts = Enum.GetValues(typeof(ChaFileDefine.ClothesKind)).Cast <ChaFileDefine.ClothesKind>();
                foreach (var clothesKind in allParts.Except(forceNeededParts))
                {
                    ChaControl.ChangeCustomClothes(true, (int)clothesKind, true, false, false, false, false);
                }

                // Triggered by ForceClothesReload on top so not necessary
                //for (var i = 0; i < ChaControl.cusClothesSubCmp.Length; i++)
                //    ChaControl.ChangeCustomClothes(false, i, true, false, false, false, false);
            }
#elif EC
            if (MakerAPI.InsideMaker && onlyMasks)
            {
                // Need to do the more aggresive version in maker to allow for clearing the mask without a character reload
                var forceNeededParts = new[] { ChaFileDefine.ClothesKind.top, ChaFileDefine.ClothesKind.bra };
                foreach (var clothesKind in forceNeededParts)
                {
                    ForceClothesReload(clothesKind);
                }
            }
            else
            {
                // Need to manually set the textures because calling ChangeClothesAsync (through ForceClothesReload)
                // to make the game do it results in a crash when editing nodes in a scene
                if (ChaControl.customMatBody)
                {
                    Texture overlayTex = GetOverlayTex(MaskKind.BodyMask.ToString(), false)?.Texture;
                    if (overlayTex != null)
                    {
                        ChaControl.customMatBody.SetTexture(ChaShader._AlphaMask, overlayTex);
                    }
                }
                if (ChaControl.rendBra != null)
                {
                    Texture overlayTex = GetOverlayTex(MaskKind.BraMask.ToString(), false)?.Texture;
                    if (overlayTex != null)
                    {
                        if (ChaControl.rendBra[0])
                        {
                            ChaControl.rendBra[0].material.SetTexture(ChaShader._AlphaMask, overlayTex);
                        }
                        if (ChaControl.rendBra[1])
                        {
                            ChaControl.rendBra[1].material.SetTexture(ChaShader._AlphaMask, overlayTex);
                        }
                    }
                }
                if (ChaControl.rendInner != null)
                {
                    Texture overlayTex = GetOverlayTex(MaskKind.InnerMask.ToString(), false)?.Texture;
                    if (overlayTex != null)
                    {
                        if (ChaControl.rendInner[0])
                        {
                            ChaControl.rendInner[0].material.SetTexture(ChaShader._AlphaMask, overlayTex);
                        }
                        if (ChaControl.rendInner[1])
                        {
                            ChaControl.rendInner[1].material.SetTexture(ChaShader._AlphaMask, overlayTex);
                        }
                    }
                }
            }

            if (onlyMasks)
            {
                return;
            }

            var allParts = Enum.GetValues(typeof(ChaFileDefine.ClothesKind)).Cast <ChaFileDefine.ClothesKind>();
            foreach (var clothesKind in allParts)
            {
                ChaControl.ChangeCustomClothes(true, (int)clothesKind, true, false, false, false, false);
            }

            for (var i = 0; i < ChaControl.cusClothesSubCmp.Length; i++)
            {
                ChaControl.ChangeCustomClothes(false, i, true, false, false, false, false);
            }
#endif
        }