コード例 #1
0
 static void ChooseCompanionColor(CharacterSettings characterSettings, UnitEntityData unitEntityData)
 {
     if (GUILayout.Button("Create Doll", GUILayout.Width(DefaultLabelWidth)))
     {
         var race      = unitEntityData.Descriptor.Progression.Race;
         var options   = unitEntityData.Descriptor.Gender == Gender.Male ? race.MaleOptions : race.FemaleOptions;
         var dollState = new DollState();
         dollState.SetRace(unitEntityData.Descriptor.Progression.Race); //Race must be set before class
                                                                        //This is a hack to work around harmony not allowing calls to the unpatched method
         CharacterManager.disableEquipmentClassPatch = true;
         dollState.SetClass(unitEntityData.Descriptor.Progression.GetEquipmentClass());
         CharacterManager.disableEquipmentClassPatch = false;
         dollState.SetGender(unitEntityData.Descriptor.Gender);
         dollState.SetRacePreset(race.Presets[0]);
         unitEntityData.Descriptor.LeftHandedOverride = false;
         if (options.Hair.Length > 0)
         {
             dollState.SetHair(options.Hair[0]);
         }
         if (options.Heads.Length > 0)
         {
             dollState.SetHead(options.Hair[0]);
         }
         if (options.Beards.Length > 0)
         {
             dollState.SetBeard(options.Hair[0]);
         }
         dollState.Validate();
         unitEntityData.Descriptor.Doll = dollState.CreateData();
         unitEntityData.Descriptor.ForcceUseClassEquipment = true;
         CharacterManager.RebuildCharacter(unitEntityData);
     }
     GUILayout.Label("Note: Colors only applies to non-default outfits, the default companion custom voice is None");
     {
         GUILayout.BeginHorizontal();
         GUILayout.Label("Primary Outfit Color ", GUILayout.Width(DefaultLabelWidth));
         var newIndex = (int)Math.Round(GUILayout.HorizontalSlider(characterSettings.companionPrimary, -1, 35, GUILayout.Width(DefaultSliderWidth)), 0);
         GUILayout.Label(" " + newIndex, GUILayout.ExpandWidth(false));
         GUILayout.EndHorizontal();
         if (newIndex != characterSettings.companionPrimary)
         {
             characterSettings.companionPrimary = newIndex;
             CharacterManager.UpdateModel(unitEntityData.View);
         }
     }
     {
         GUILayout.BeginHorizontal();
         GUILayout.Label("Secondary Outfit Color ", GUILayout.Width(DefaultLabelWidth));
         var newIndex = (int)Math.Round(GUILayout.HorizontalSlider(characterSettings.companionSecondary, -1, 35, GUILayout.Width(DefaultSliderWidth)), 0);
         GUILayout.Label(" " + newIndex, GUILayout.ExpandWidth(false));
         GUILayout.EndHorizontal();
         if (newIndex != characterSettings.companionSecondary)
         {
             characterSettings.companionSecondary = newIndex;
             CharacterManager.UpdateModel(unitEntityData.View);
         }
     }
     ChoosePortrait(unitEntityData);
     ChooseAsks(unitEntityData);
 }
コード例 #2
0
        static private DollState CreateDollState(UnitEntityData unitEntityData)
        {
            var dollState = new DollState();
            var dollData  = unitEntityData.Descriptor.Doll;

            dollState.SetRace(unitEntityData.Descriptor.Progression.Race); //Race must be set before class
            //This is a hack to work around harmony not allowing calls to the unpatched method
            CharacterManager.disableEquipmentClassPatch = true;
            dollState.SetClass(unitEntityData.Descriptor.Progression.GetEquipmentClass());
            CharacterManager.disableEquipmentClassPatch = false;
            dollState.SetGender(dollData.Gender);
            dollState.SetRacePreset(dollData.RacePreset);
            dollState.SetLeftHanded(dollData.LeftHanded);
            dollState.SetEquipColors(dollData.ClothesPrimaryIndex, dollData.ClothesSecondaryIndex);
            foreach (var assetID in dollData.EquipmentEntityIds)
            {
                if (head.ContainsKey(assetID))
                {
                    dollState.SetHead(head[assetID]);
                    if (dollData.EntityRampIdices.ContainsKey(assetID))
                    {
                        dollState.SetSkinColor(dollData.EntityRampIdices[assetID]);
                    }
                }
                if (hair.ContainsKey(assetID))
                {
                    dollState.SetHair(hair[assetID]);
                    if (dollData.EntityRampIdices.ContainsKey(assetID))
                    {
                        dollState.SetHairColor(dollData.EntityRampIdices[assetID]);
                    }
                }
                if (beard.ContainsKey(assetID))
                {
                    dollState.SetBeard(beard[assetID]);
                    if (dollData.EntityRampIdices.ContainsKey(assetID))
                    {
                        dollState.SetHairColor(dollData.EntityRampIdices[assetID]);
                    }
                }
                if (skin.ContainsKey(assetID))
                {
                    if (dollData.EntityRampIdices.ContainsKey(assetID))
                    {
                        dollState.SetSkinColor(dollData.EntityRampIdices[assetID]);
                    }
                }
                if (horns.ContainsKey(assetID))
                {
                    dollState.SetHorn(horns[assetID]);
                    if (dollData.EntityRampIdices.ContainsKey(assetID))
                    {
                        dollState.SetHornsColor(dollData.EntityRampIdices[assetID]);
                    }
                }
                if (skin.ContainsKey(assetID))
                {
                    if (dollData.EntityRampIdices.ContainsKey(assetID))
                    {
                        dollState.SetSkinColor(dollData.EntityRampIdices[assetID]);
                    }
                }
                if (classOutfits.ContainsKey(assetID))
                {
                    if (dollData.EntityRampIdices.ContainsKey(assetID) &&
                        dollData.EntitySecondaryRampIdices.ContainsKey(assetID))
                    {
                        dollState.SetEquipColors(dollData.EntityRampIdices[assetID], dollData.EntitySecondaryRampIdices[assetID]);
                    }
                }
            }
            dollState.Validate();
            return(dollState);
        }