Beispiel #1
0
        static void PrefixApplySubModel(int slot, string subModelInfo, ref Pathea.ActorNs.Actor __instance)
        {
            // just assume something's changed.
            // reset scaling so it gets picked up by update
            if (null != __instance.GetHead())
            {
                __instance.GetHead().localScale = Main.resetVector;
            }

            if (null != __instance.modelRoot)
            {
                __instance.modelRoot.transform.localScale = Main.resetVector;
            }
        }
Beispiel #2
0
        // rescale an actor if possible
        public static void rescaleActor(Pathea.ActorNs.Actor __instance)
        {
            if (__instance == null)
            {
                return;
            }


            if (
                __instance.IsActorType(ActorTag.Npc) || __instance.IsActorType(ActorTag.Player)

                )
            {
                Transform head = __instance.GetHead();
                if (null != head && head.localScale != Main.headScaleVector)
                {
                    // todo make preset.
                    string modelType = Pathea.ActorNs.ActorMgr.Self.GetActorInfo(__instance.TmpltId).modelType;
                    if (Main.headScaleVectorByTag.ContainsKey(modelType))
                    {
                        head.localScale = Main.headScaleVectorByTag[modelType];
                    }
                    else
                    {
                        head.localScale = Main.headScaleVector;
                    }
                }
            }

            if (null != __instance.modelRoot)
            {
                bool female = false;
                // reset scale when sleeping to prevent clipping.
                // might get weird.
                if (
                    __instance.IsSleeping() ||
                    __instance.IsActionRunning(ACType.Sit)
                    )
                {
                    __instance.modelRoot.transform.localScale = Main.resetVector;
                }
                else if (System.Object.ReferenceEquals(__instance, Player.Self.actor))
                {
                    __instance.modelRoot.transform.localScale = Main.playerScaleVector;
                    if (Player.Self.GetGender() == Gender.Female)
                    {
                        female = true;
                    }
                }
                else if (__instance.IsActorType(ActorTag.Npc))
                {
                    __instance.modelRoot.transform.localScale = Main.actorScaleVector;
                    if (Pathea.NpcRepositoryNs.NpcRepository.Self.GetNpcGender(__instance.InstanceId) == Gender.Female)
                    {
                        female = true;
                    }
                }

                // attempt to give wider hip.
                if (
                    female &&
                    !skipFemaleHipMod.Contains(__instance.name) &&
                    null != __instance.ikController &&
                    null != __instance.ikController.ik &&
                    (
                        __instance.ikController.ik.references.pelvis.localScale != Main.hipScaleVector
                        // || __instance.ikController.ik.references.pelvis.localPosition != Main.hipOffsetVector
                    )
                    )
                {
                    //Bip001 Pelvis

                    //IEnumerable<Transform> bipPelvis = __instance.GetComponents<Transform>().Where(b => b.name == "Bip001 Pelvis");
                    //foreach (Transform pelvisBone in bipPelvis)
                    //{
                    //    Main.mod.Logger.Log(string.Format("bipPelvis {0} {1}", __instance.name, pelvisBone.ToString()));

                    //    Transform[] children = pelvisBone.Cast<Transform>().ToArray();
                    //    pelvisBone.DetachChildren();
                    //    pelvisBone.localScale = Main.hipScaleVector;
                    //    pelvisBone.localPosition = Main.hipOffsetVector;

                    //    foreach (Transform child in children)
                    //    {
                    //        child.parent = pelvisBone;

                    //    }
                    //}

                    Transform pelvisBone = __instance.ikController.ik.references.pelvis;
                    if (null != pelvisBone)
                    {
                        Transform[] children = pelvisBone.Cast <Transform>().ToArray();

                        pelvisBone.DetachChildren();
                        pelvisBone.localScale = Main.hipScaleVector;
                        //pelvisBone.localPosition = Main.hipOffsetVector;

                        foreach (Transform child in children)
                        {
                            child.parent = pelvisBone;
                        }
                    }
                }
            }
        }