public FaceGraphicSet(Pawn pawn, SavedFaceData data, FaceDef def, RaceAddonComp racomp) { this.pawn = pawn; this.data = data; this.def = def; this.racomp = racomp; }
public FaceGraphicRecord(Pawn pawn, FaceDef faceDef, Color main, Color sub, bool fixedBlinkWinkFace) { this.fixedBlinkWinkFace = fixedBlinkWinkFace; this.pawn = pawn; this.faceDef = faceDef; var shader = faceDef.shaderType.Shader; mentalBreak = faceDef.mentalBreakPath.GetGraphic(shader, main, sub); aboutToBreak = faceDef.aboutToBreakPath.GetGraphic(shader, main, sub); onEdge = faceDef.onEdgePath.GetGraphic(shader, main, sub); stressed = faceDef.stressedPath.GetGraphic(shader, main, sub); neutral = faceDef.neutralPath.GetGraphic(shader, main, sub); content = faceDef.contentPath.GetGraphic(shader, main, sub); happy = faceDef.happyPath.GetGraphic(shader, main, sub); sleeping = faceDef.sleepingPath.GetGraphic(shader, main, sub); painShock = faceDef.painShockPath.GetGraphic(shader, main, sub); dead = faceDef.deadPath.GetGraphic(shader, main, sub); blink = faceDef.blinkPath.GetGraphic(shader, main, sub); wink = faceDef.winkPath.GetGraphic(shader, main, sub); damaged = faceDef.damagedPath.GetGraphic(shader, main, sub); drafted = faceDef.draftedPath.GetGraphic(shader, main, sub); attacking = faceDef.attackingPath.GetGraphic(shader, main, sub); }