// xShift: how much to right to adjust the two bars
        private void TryDrawCEloadout(float xShift, float y, float width)
        {
            CompInventory comp = SelPawn.TryGetComp <CompInventory>();

            if (comp == null)
            {
                return;
            }

            PlayerKnowledgeDatabase.KnowledgeDemonstrated(CE_ConceptDefOf.CE_InventoryWeightBulk, KnowledgeAmount.FrameDisplayed);
            // adjust rects if comp found
            Rect weightRect = new Rect(_margin + xShift, y + _margin / 2, width, _barHeight);
            Rect bulkRect   = new Rect(_margin + xShift, weightRect.yMax + _margin / 2, width, _barHeight);

            // draw bars
            Utility_Loadouts.DrawBar(bulkRect, comp.currentBulk, comp.capacityBulk, "CE_Bulk".Translate(), SelPawn.GetBulkTip());
            Utility_Loadouts.DrawBar(weightRect, comp.currentWeight, comp.capacityWeight, "CE_Weight".Translate(), SelPawn.GetWeightTip());

            // draw text overlays on bars
            Text.Font   = GameFont.Small;
            Text.Anchor = TextAnchor.MiddleCenter;

            string currentBulk  = CE_StatDefOf.CarryBulk.ValueToString(comp.currentBulk, CE_StatDefOf.CarryBulk.toStringNumberSense);
            string capacityBulk = CE_StatDefOf.CarryBulk.ValueToString(comp.capacityBulk, CE_StatDefOf.CarryBulk.toStringNumberSense);

            Widgets.Label(bulkRect, currentBulk + "/" + capacityBulk);

            string currentWeight  = comp.currentWeight.ToString("0.#");
            string capacityWeight = CE_StatDefOf.CarryWeight.ValueToString(comp.capacityWeight, CE_StatDefOf.CarryWeight.toStringNumberSense);

            Widgets.Label(weightRect, currentWeight + "/" + capacityWeight);

            Text.Anchor = TextAnchor.UpperLeft;
        }
예제 #2
0
            static void TryDrawMassInfo1(object tab, ref float top, float left, float width)
            {
                Pawn pawn = (Pawn)LSelPawnForGear.GetValue(tab);

                if (pawn.Dead || !(bool)LShouldShowInventory.Invoke(tab, new object[] { pawn }))
                {
                    return;
                }
                //
                CompInventory compInventory = pawn.TryGetComp <CompInventory>();

                if (compInventory == null)
                {
                    return;
                }
                //
                float statIconSize      = (float)LstatIconSize.GetValue(null);
                float stdThingIconSize  = (float)LstdThingIconSize.GetValue(null);
                float stdThingRowHeight = (float)LstdThingRowHeight.GetValue(null);
                //weight
                Rect rect1 = new Rect(left, top, statIconSize, statIconSize);

                GUI.DrawTexture(rect1, Sandy_Utility.texMass);
                TooltipHandler.TipRegion(rect1, "CE_Weight".Translate());
                float  val1  = compInventory.currentWeight;
                float  val2  = compInventory.capacityWeight;
                string str   = val1.ToString("0.#");
                string str2  = CE_StatDefOf.CarryWeight.ValueToString(val2, CE_StatDefOf.CarryWeight.toStringNumberSense, true);
                Rect   rect2 = new Rect(left + stdThingIconSize, top + (stdThingRowHeight - statIconSize) / 2f, width - stdThingIconSize, statIconSize);

                Utility_Loadouts.DrawBar(rect2, val1, val2, "", pawn.GetWeightTip());
                rect2.xMin += 4f;
                rect2.yMin += 2f;
                Widgets.Label(rect2, str + '/' + str2);
                top += stdThingRowHeight;
                //bulk
                rect1 = new Rect(left, top, statIconSize, statIconSize);
                GUI.DrawTexture(rect1, texBulk);
                TooltipHandler.TipRegion(rect1, "CE_Bulk".Translate());
                val1  = compInventory.currentBulk;
                val2  = compInventory.capacityBulk;
                str   = CE_StatDefOf.CarryBulk.ValueToString(val1, CE_StatDefOf.CarryBulk.toStringNumberSense, true);
                str2  = CE_StatDefOf.CarryBulk.ValueToString(val2, CE_StatDefOf.CarryBulk.toStringNumberSense, true);
                rect2 = new Rect(left + stdThingIconSize, top + (stdThingRowHeight - statIconSize) / 2f, width - stdThingIconSize, statIconSize);
                Utility_Loadouts.DrawBar(rect2, val1, val2, "", pawn.GetBulkTip());
                rect2.xMin += 4f;
                rect2.yMin += 2f;
                Widgets.Label(rect2, str + '/' + str2);
                top += stdThingRowHeight;
            }
예제 #3
0
            static Rect FillTab_DrawBars(Rect position, object tab)
            {
                bool viewList = (bool)LviewList.GetValue(tab);

                if (!viewList)
                {
                    return(position);
                }
                Pawn          pawn          = (Pawn)LSelPawn.GetValue(tab);
                CompInventory compInventory = pawn.TryGetComp <CompInventory>();

                if (compInventory == null)
                {
                    return(position);
                }

                PlayerKnowledgeDatabase.KnowledgeDemonstrated(CE_ConceptDefOf.CE_InventoryWeightBulk, KnowledgeAmount.FrameDisplayed);
                position.height -= 55f;
                Rect rect  = new Rect(15f, position.yMax + 7.5f, position.width - 10f, 20f);
                Rect rect2 = new Rect(15f, rect.yMax + 7.5f, position.width - 10f, 20f);

                Utility_Loadouts.DrawBar(rect2, compInventory.currentBulk, compInventory.capacityBulk, "CE_Bulk".Translate(), pawn.GetBulkTip());
                Utility_Loadouts.DrawBar(rect, compInventory.currentWeight, compInventory.capacityWeight, "CE_Weight".Translate(), pawn.GetWeightTip());
                Text.Font   = GameFont.Small;
                Text.Anchor = TextAnchor.MiddleCenter;
                string str  = CE_StatDefOf.CarryBulk.ValueToString(compInventory.currentBulk, CE_StatDefOf.CarryBulk.toStringNumberSense, true);
                string str2 = CE_StatDefOf.CarryBulk.ValueToString(compInventory.capacityBulk, CE_StatDefOf.CarryBulk.toStringNumberSense, true);

                Widgets.Label(rect2, str + "/" + str2);
                string str3 = compInventory.currentWeight.ToString("0.#");
                string str4 = CE_StatDefOf.CarryWeight.ValueToString(compInventory.capacityWeight, CE_StatDefOf.CarryWeight.toStringNumberSense, true);

                Widgets.Label(rect, str3 + "/" + str4);
                Text.Anchor = TextAnchor.UpperLeft;
                return(position);
            }
 public static void drawBar(Rect rect, float curr, float cap, string label, string tooltip)
 {
     Utility_Loadouts.DrawBar(rect, curr, cap, label, tooltip);
 }
        public static void DrawGreedyCE(PawnModal selPawn, Vector2 size)
        {
            // get the inventory comp
            CompInventory comp = selPawn.Pawn.TryGetComp <CompInventory>();

            // set up rects
            Rect listRect = new Rect(
                _margin,
                _topPadding,
                size.x - 2 * _margin,
                size.y - _topPadding - _margin);

            // draw bars at the bottom
            if (comp != null)
            {
                PlayerKnowledgeDatabase.KnowledgeDemonstrated(CE_ConceptDefOf.CE_InventoryWeightBulk, KnowledgeAmount.FrameDisplayed);

                // adjust rects if comp found
                listRect.height -= (_margin / 2 + _barHeight) * 2;
                Rect weightRect = new Rect(_margin, listRect.yMax + _margin / 2, listRect.width, _barHeight);
                Rect bulkRect   = new Rect(_margin, weightRect.yMax + _margin / 2, listRect.width, _barHeight);

                // draw bars
                Utility_Loadouts.DrawBar(bulkRect, comp.currentBulk, comp.capacityBulk, "CE_Bulk".Translate(), selPawn.Pawn.GetBulkTip());
                Utility_Loadouts.DrawBar(weightRect, comp.currentWeight, comp.capacityWeight, "CE_Weight".Translate(), selPawn.Pawn.GetWeightTip());

                // draw text overlays on bars
                Text.Font   = GameFont.Small;
                Text.Anchor = TextAnchor.MiddleCenter;

                string currentBulk  = CE_StatDefOf.CarryBulk.ValueToString(comp.currentBulk, CE_StatDefOf.CarryBulk.toStringNumberSense);
                string capacityBulk = CE_StatDefOf.CarryBulk.ValueToString(comp.capacityBulk, CE_StatDefOf.CarryBulk.toStringNumberSense);
                Widgets.Label(bulkRect, currentBulk + "/" + capacityBulk);

                string currentWeight  = comp.currentWeight.ToString("0.#");
                string capacityWeight = CE_StatDefOf.CarryWeight.ValueToString(comp.capacityWeight, CE_StatDefOf.CarryWeight.toStringNumberSense);
                Widgets.Label(weightRect, currentWeight + "/" + capacityWeight);

                Text.Anchor = TextAnchor.UpperLeft;
            }

            // start drawing list (rip from ITab_Pawn_Gear)

            GUI.BeginGroup(listRect);
            Text.Font = GameFont.Small;
            GUI.color = Color.white;
            Rect outRect  = new Rect(0f, 0f, listRect.width, listRect.height);
            Rect viewRect = new Rect(0f, 0f, listRect.width - 16f, _scrollViewHeight);

            Widgets.BeginScrollView(outRect, ref _scrollPosition, viewRect);
            float num = 0f;

            Utility.TryDrawComfyTemperatureRange(selPawn.Pawn, ref num, viewRect.width);
            if (Utility.ShouldShowOverallArmor(selPawn.Pawn))
            {
                Widgets.ListSeparator(ref num, viewRect.width, "OverallArmor".Translate());
                Utility.TryDrawOverallArmor(selPawn.Pawn, ref num, viewRect.width, StatDefOf.ArmorRating_Blunt, "ArmorBlunt".Translate(), " " + "CE_MPa".Translate());
                Utility.TryDrawOverallArmor(selPawn.Pawn, ref num, viewRect.width, StatDefOf.ArmorRating_Sharp, "ArmorSharp".Translate(), "CE_mmRHA".Translate());
                Utility.TryDrawOverallArmor(selPawn.Pawn, ref num, viewRect.width, StatDefOf.ArmorRating_Heat, "ArmorHeat".Translate(), "%");
            }
            if (Utility.ShouldShowEquipment(selPawn.Pawn))
            {
                Widgets.ListSeparator(ref num, viewRect.width, "Equipment".Translate());
                foreach (ThingWithComps current in selPawn.Pawn.equipment.AllEquipmentListForReading)
                {
                    Utility.DrawThingRow(selPawn, ref num, viewRect.width, current);
                }
            }
            if (Utility.ShouldShowApparel(selPawn.Pawn))
            {
                Widgets.ListSeparator(ref num, viewRect.width, "Apparel".Translate());
                foreach (Apparel current2 in from ap in selPawn.Pawn.apparel.WornApparel
                         orderby ap.def.apparel.bodyPartGroups[0].listOrder descending
                         select ap)
                {
                    Utility.DrawThingRow(selPawn, ref num, viewRect.width, current2);
                }
            }
            if (Utility.ShouldShowInventory(selPawn.Pawn))
            {
                num += 3;            // Make a little room for the button.

                float buttonY = num; // Could be accomplished with seperator being after the button...

                Widgets.ListSeparator(ref num, viewRect.width, "Inventory".Translate());
                Loadout curLoadout = selPawn.Pawn.GetLoadout();
                if (!(curLoadout == null || curLoadout.Slots.NullOrEmpty()))
                {
                    Widgets.Label(new Rect(viewRect.width / 4, buttonY, viewRect.width / 4, 26f), selPawn.Pawn.GetLoadout().label);
                }
                else
                {
                    Widgets.Label(new Rect(viewRect.width / 4, buttonY, viewRect.width / 4, 26f), "CE_NoLoadouts".Translate());
                }

                // Select loadout button
                if (Widgets.ButtonText(new Rect(viewRect.width / 2, buttonY, viewRect.width / 4, 26f), Translator.Translate("CE_SelectLoadout"), true, false, true))
                {
                    List <Loadout> loadouts = (from l in LoadoutManager.Loadouts
                                               where !l.defaultLoadout
                                               select l).ToList();
                    List <FloatMenuOption> list = new List <FloatMenuOption>();
                    if (loadouts.Count == 0)
                    {
                        list.Add(new FloatMenuOption(Translator.Translate("CE_NoLoadouts"), null));
                    }
                    else
                    {
                        for (int i = 0; i < loadouts.Count; i++)
                        {
                            int local_i = i;
                            list.Add(new FloatMenuOption(loadouts[i].LabelCap, delegate
                            {
                                selPawn.Pawn.SetLoadout(loadouts[local_i]);
                            }));
                        }
                    }
                    Find.WindowStack.Add(new FloatMenu(list));
                }

                Rect loadoutButtonRect = new Rect(viewRect.width / 4 * 3, buttonY, viewRect.width / 4, 26f); // button is half the available width...
                if (Widgets.ButtonText(loadoutButtonRect, "Corgi_OpenLoadout".Translate()))
                {
                    if (selPawn.Pawn.IsColonist && (curLoadout == null || curLoadout.Slots.NullOrEmpty()))
                    {
                        Loadout loadout = selPawn.Pawn.GenerateLoadoutFromPawn();
                        LoadoutManager.AddLoadout(loadout);
                        selPawn.Pawn.SetLoadout(loadout);
                    }

                    // Original comments
                    //// UNDONE ideally we'd open the assign (MainTabWindow_OutfitsAndLoadouts) tab as if the user clicked on it here.
                    //// (ProfoundDarkness) But I have no idea how to do that just yet.  The attempts I made seem to put the RimWorld UI into a bit of a bad state.
                    ////                     ie opening the tab like the dialog below.
                    ////                    Need to understand how RimWorld switches tabs and see if something similar can be done here
                    ////                     (or just remove the unfinished marker).

                    //// Opening this window is the same way as if from the assign tab so should be correct.
                    Find.WindowStack.Add(new Dialog_ManageLoadouts(selPawn.Pawn.GetLoadout()));
                }

                workingInvList.Clear();
                workingInvList.AddRange(selPawn.Pawn.inventory.innerContainer);
                for (int i = 0; i < workingInvList.Count; i++)
                {
                    Utility.DrawThingRow(selPawn, ref num, viewRect.width, workingInvList[i].GetInnerIfMinified(), true);
                }
            }
            if (Event.current.type == EventType.Layout)
            {
                _scrollViewHeight = num + 30f;
            }
            Widgets.EndScrollView();
            GUI.EndGroup();
            GUI.color   = Color.white;
            Text.Anchor = TextAnchor.UpperLeft;
        }
        public static void DrawJealousCE(PawnModal selPawn, Vector2 size)
        {
            // Races that don't have a humanoid body will fall back to Greedy tab
            if (selPawn.Pawn.RaceProps.body != BodyDefOf.Human)
            {
                DrawGreedyCE(selPawn, size);
                return;
            }

            // set up rects
            Rect listRect = new Rect(
                _margin,
                _topPadding,
                size.x - 2 * _margin,
                size.y - _topPadding - _margin);

            // get the inventory comp
            CompInventory comp = selPawn.Pawn.TryGetComp <CompInventory>();

            if (comp != null)
            {
                PlayerKnowledgeDatabase.KnowledgeDemonstrated(CE_ConceptDefOf.CE_InventoryWeightBulk, KnowledgeAmount.FrameDisplayed);

                // adjust rects if comp found
                listRect.height -= (_margin / 2 + _barHeight) * 2;
                Rect weightRect = new Rect(_margin, listRect.yMax + _margin / 2, listRect.width, _barHeight);
                Rect bulkRect   = new Rect(_margin, weightRect.yMax + _margin / 2, listRect.width, _barHeight);

                // draw bars
                Utility_Loadouts.DrawBar(bulkRect, comp.currentBulk, comp.capacityBulk, "CE_Bulk".Translate(), selPawn.Pawn.GetBulkTip());
                Utility_Loadouts.DrawBar(weightRect, comp.currentWeight, comp.capacityWeight, "CE_Weight".Translate(), selPawn.Pawn.GetWeightTip());
                Utility_DrawCE.DrawBulkBreakdown(selPawn.Pawn, bulkRect);
                Utility.DrawMassBreakdown(selPawn.Pawn, weightRect);

                // draw text overlays on bars
                Text.Font   = GameFont.Small;
                Text.Anchor = TextAnchor.MiddleCenter;

                string currentBulk  = CE_StatDefOf.CarryBulk.ValueToString(comp.currentBulk, CE_StatDefOf.CarryBulk.toStringNumberSense);
                string capacityBulk = CE_StatDefOf.CarryBulk.ValueToString(comp.capacityBulk, CE_StatDefOf.CarryBulk.toStringNumberSense);
                Widgets.Label(bulkRect, currentBulk + "/" + capacityBulk);

                string currentWeight  = comp.currentWeight.ToString("0.#");
                string capacityWeight = CE_StatDefOf.CarryWeight.ValueToString(comp.capacityWeight, CE_StatDefOf.CarryWeight.toStringNumberSense);
                Widgets.Label(weightRect, currentWeight + "/" + capacityWeight);

                Text.Anchor = TextAnchor.UpperLeft;
            }

            // start drawing the view
            GUI.BeginGroup(listRect);
            Text.Font = GameFont.Small;
            GUI.color = Color.white;
            Rect outRect  = new Rect(0f, 0f, listRect.width, listRect.height);
            Rect viewRect = new Rect(0f, 0f, listRect.width - 16f, _scrollViewHeight);

            Widgets.BeginScrollView(outRect, ref _scrollPosition, viewRect);

            // draw Mass info and Temperature on the side
            Vector2 rectStat = new Vector2(374, 0);

            Utility.TryDrawComfyTemperatureRangeWithImage(selPawn.Pawn, rectStat);

            // draw armor rating for humanoid on the side
            Rect rectarmor = new Rect(374f, 84f, 128f, 85f);

            TooltipHandler.TipRegion(rectarmor, "OverallArmor".Translate());
            Rect rectblunt = new Rect(rectarmor.x, rectarmor.y, rectarmor.width, 27f);

            Utility.TryDrawOverallArmorWithImage(selPawn.Pawn, rectblunt, StatDefOf.ArmorRating_Blunt, "ArmorBlunt".Translate(),
                                                 ContentFinder <Texture2D> .Get("UI/Icons/Sandy_ArmorBlunt_Icon", true), true, " " + "CE_MPa".Translate());
            Rect rectsharp = new Rect(rectarmor.x, rectarmor.y + 30f, rectarmor.width, 27f);

            Utility.TryDrawOverallArmorWithImage(selPawn.Pawn, rectsharp, StatDefOf.ArmorRating_Sharp, "ArmorSharp".Translate(),
                                                 ContentFinder <Texture2D> .Get("UI/Icons/Sandy_ArmorSharp_Icon", true), true, "CE_mmRHA".Translate());
            Rect rectheat = new Rect(rectarmor.x, rectarmor.y + 60f, rectarmor.width, 27f);

            Utility.TryDrawOverallArmorWithImage(selPawn.Pawn, rectheat, StatDefOf.ArmorRating_Heat, "ArmorHeat".Translate(),
                                                 ContentFinder <Texture2D> .Get("UI/Icons/Sandy_ArmorHeat_Icon", true), true);

            //Pawn
            Color color = new Color(1f, 1f, 1f, 1f);

            GUI.color = color;
            Rect PawnRect = new Rect(374f, 172f, 128f, 128f);

            Utility.DrawColonist(PawnRect, selPawn.Pawn);

            // draw equipment (equipment means barrel that can shoot bullets, plank that can slice flesh in half)
            // It is weapon.
            SmartRect rectForEquipment = new SmartRect(new Rect(), CorgiBodyPartGroupDefOf.Arse,
                                                       PawnRect.x, PawnRect.x, null, PawnRect.x, size.x - 20f);

            rectForEquipment.y      = PawnRect.yMax;
            rectForEquipment.width  = _apparelRectWidth;
            rectForEquipment.height = _apparelRectHeight;
            if (Utility.ShouldShowEquipment(selPawn.Pawn) && (selPawn.Pawn.RaceProps.body == BodyDefOf.Human))
            {
                Rect primaryRect = rectForEquipment.NextAvailableRect();
                GUI.DrawTexture(primaryRect, ContentFinder <Texture2D> .Get("UI/Widgets/DesButBG", true));
                TooltipHandler.TipRegion(primaryRect, "Corgi_PrimaryWeapon".Translate());
                foreach (ThingWithComps fireShootingBarrel in selPawn.Pawn.equipment.AllEquipmentListForReading)
                {
                    if (fireShootingBarrel == selPawn.Pawn.equipment.Primary)
                    {
                        Utility.DrawThingRowWithImage(selPawn, primaryRect, fireShootingBarrel);
                    }
                    else
                    {
                        UtilityDraw.DrawThumbnails(selPawn, rectForEquipment, fireShootingBarrel, _apparelOverflow);
                    }
                }
                // Draw shield
                foreach (Apparel apparel in selPawn.Pawn.apparel.WornApparel)
                {
                    if (apparel.def.apparel.LastLayer == CEApparelLayerDefOf.Shield)
                    {
                        rectForEquipment = rectForEquipment
                                           .GetWorkingRect(CorgiBodyPartGroupDefOf.Arse,
                                                           PawnRect.x,
                                                           PawnRect.x);
                        UtilityDraw.DrawThumbnails(selPawn, rectForEquipment, apparel, _apparelOverflow);
                    }
                }
            }

            // List order: Head:200-181, Neck:180-101, Torso:100-51, Waist:50-11, Legs:10-0
            // Check \steamapps\common\RimWorld\Mods\Core\Defs\Bodies\BodyPartGroups.xml
            IEnumerable <Apparel> apparels = from ap in selPawn.Pawn.apparel.WornApparel
                                             where ap.def.apparel.LastLayer != CEApparelLayerDefOf.Shield
                                             orderby ap.def.apparel.bodyPartGroups[0].listOrder descending
                                             select ap;

            IEnumerator <Apparel> apparelCounter = apparels.GetEnumerator();

            //Hats. BodyGroup: Fullhead; Layer: Overhead
            _smartRectHead = _smartRectCurrent =
                new SmartRect(new Rect(0, 0, _apparelRectWidth, _apparelRectHeight),
                              BodyPartGroupDefOf.UpperHead,
                              _startingXforRect, _startingXforRect,
                              _smartRects, 10, rectStat.x);
            Rect HeadOverRect = _smartRectCurrent.NextAvailableRect();

            GUI.DrawTexture(HeadOverRect, ContentFinder <Texture2D> .Get("UI/Widgets/DesButBG", true));
            Rect tipRect1 = HeadOverRect;

            TooltipHandler.TipRegion(tipRect1, "Sandy_Head".Translate());

            // cont is used to Check if there is more apparel in the list
            bool cont     = false;
            bool hatDrawn = false;

            // Draw apparels on the head
            while (apparelCounter.MoveNext())
            {
                Apparel apparel = apparelCounter.Current;
                if (apparel.def.apparel.bodyPartGroups[0].listOrder > CorgiBodyPartGroupDefOf.Neck.listOrder)
                {
                    // Check RimWorld.Pawn_ApparelTracker.Wear() for more information on wearing rules
                    if ((apparel.def.apparel.bodyPartGroups.Contains(CorgiBodyPartGroupDefOf.FullHead) ||
                         apparel.def.apparel.bodyPartGroups.Contains(CorgiBodyPartGroupDefOf.UpperHead)) &&
                        hatDrawn == false)
                    {
                        Utility.DrawThingRowWithImage(selPawn, HeadOverRect, apparel);
                        hatDrawn = true;
                    }
                    else
                    {
                        _smartRectCurrent = _smartRectCurrent
                                            .GetWorkingRect(CorgiBodyPartGroupDefOf.UpperHead,
                                                            _startingXforRect,
                                                            _startingXforRect);
                        UtilityDraw.DrawThumbnails(selPawn, _smartRectCurrent, apparel, _apparelOverflow);
                    }
                }
                else
                {
                    cont = true;
                    break;
                }
            }

            // Draw apparels on the neck
            if (cont)
            {
                cont = false;
                do
                {
                    Apparel apparel = apparelCounter.Current;
                    if (apparel.def.apparel.bodyPartGroups[0].listOrder <= CorgiBodyPartGroupDefOf.Neck.listOrder &&
                        apparel.def.apparel.bodyPartGroups[0].listOrder > BodyPartGroupDefOf.Torso.listOrder)
                    {
                        _smartRectCurrent = _smartRectCurrent
                                            .GetWorkingRect(CorgiBodyPartGroupDefOf.Neck,
                                                            _startingXforRect, _startingXforRect);
                        UtilityDraw.DrawThumbnails(selPawn, _smartRectCurrent, apparel, _apparelOverflow);
                    }
                    else
                    {
                        cont = true;
                        break;
                    }
                } while (apparelCounter.MoveNext());
            }

            #region Draw Torso
            // Draw apparels on Torso
            _smartRectCurrent = _smartRectCurrent
                                .GetWorkingRect(CorgiBodyPartGroupDefOf.Torso,
                                                _startingXforRect, _startingXforRect);

            //Shirts. BodyGroup: Torso; Layer: OnSkin
            Rect TorsoSkinRect = _smartRectCurrent.NextAvailableRect();
            GUI.DrawTexture(TorsoSkinRect, ContentFinder <Texture2D> .Get("UI/Widgets/DesButBG", true));
            Rect tipRect3 = TorsoSkinRect.ContractedBy(12f);
            TooltipHandler.TipRegion(tipRect3, "Sandy_TorsoOnSkin".Translate());

            //Vests. BodyGroup: Torso; Layer: Middle
            Rect TorsoMidRect = _smartRectCurrent.NextAvailableRect();
            GUI.DrawTexture(TorsoMidRect, ContentFinder <Texture2D> .Get("UI/Widgets/DesButBG", true));
            Rect tipRect2 = TorsoMidRect.ContractedBy(12f);
            TooltipHandler.TipRegion(tipRect2, "Sandy_TorsoMiddle".Translate());

            //Dusters. BodyGroup: Torso; Layer: Shell
            Rect TorsoShellRect = _smartRectCurrent.NextAvailableRect();
            GUI.DrawTexture(TorsoShellRect, ContentFinder <Texture2D> .Get("UI/Widgets/DesButBG", true));
            Rect tipRect4 = TorsoShellRect.ContractedBy(12f);
            TooltipHandler.TipRegion(tipRect4, "Sandy_TorsoShell".Translate());

            if (cont)
            {
                cont = false;
                do
                {
                    Apparel apparel = apparelCounter.Current;
                    if (apparel.def.apparel.bodyPartGroups[0].listOrder <= CorgiBodyPartGroupDefOf.Torso.listOrder &&
                        apparel.def.apparel.bodyPartGroups[0].listOrder > CorgiBodyPartGroupDefOf.Waist.listOrder)
                    {
                        if (apparel.def.apparel.bodyPartGroups[0] == BodyPartGroupDefOf.Torso)
                        {
                            if (apparel.def.apparel.LastLayer == ApparelLayerDefOf.Shell)
                            {
                                Utility.DrawThingRowWithImage(selPawn, TorsoShellRect, apparel);
                            }
                            else if (apparel.def.apparel.LastLayer == ApparelLayerDefOf.Middle)
                            {
                                Utility.DrawThingRowWithImage(selPawn, TorsoMidRect, apparel);
                            }
                            else if (apparel.def.apparel.LastLayer == ApparelLayerDefOf.OnSkin)
                            {
                                Utility.DrawThingRowWithImage(selPawn, TorsoSkinRect, apparel);
                            }
                        }
                        else
                        {
                            _smartRectCurrent = _smartRectCurrent
                                                .GetWorkingRect(CorgiBodyPartGroupDefOf.Torso,
                                                                _startingXforRect,
                                                                _startingXforRect);
                            UtilityDraw.DrawThumbnails(selPawn, _smartRectCurrent, apparel, _apparelOverflow);
                        }
                    }
                    else
                    {
                        cont = true;
                        break;
                    }
                } while (apparelCounter.MoveNext());
            }
            #endregion Draw Torso

            #region Draw Waist
            // Draw apparels on waist
            _smartRectCurrent = _smartRectCurrent
                                .GetWorkingRect(CorgiBodyPartGroupDefOf.Waist,
                                                _startingXforRect,
                                                _startingXforRect);
            //Belts. BodyGroup: Waist; Layer: Belt
            Rect WaistBeltRect = _smartRectCurrent.NextAvailableRect();
            GUI.DrawTexture(WaistBeltRect, ContentFinder <Texture2D> .Get("UI/Widgets/DesButBG", true));
            Rect tipRect5 = WaistBeltRect.ContractedBy(12f);
            TooltipHandler.TipRegion(tipRect5, "Sandy_Belt".Translate());

            if (cont)
            {
                cont = false;
                do
                {
                    Apparel apparel = apparelCounter.Current;
                    if (apparel.def.apparel.bodyPartGroups[0].listOrder <= CorgiBodyPartGroupDefOf.Waist.listOrder &&
                        apparel.def.apparel.bodyPartGroups[0].listOrder > CorgiBodyPartGroupDefOf.Legs.listOrder)
                    {
                        if (apparel.def.apparel.LastLayer == ApparelLayerDefOf.Belt)
                        {
                            Utility.DrawThingRowWithImage(selPawn, WaistBeltRect, apparel);
                        }
                        else
                        {
                            _smartRectCurrent = _smartRectCurrent
                                                .GetWorkingRect(CorgiBodyPartGroupDefOf.Waist,
                                                                _startingXforRect,
                                                                _startingXforRect);
                            UtilityDraw.DrawThumbnails(selPawn, _smartRectCurrent, apparel, _apparelOverflow);
                        }
                    }
                    else
                    {
                        cont = true;
                        break;
                    }
                } while (apparelCounter.MoveNext());
            }
            #endregion Draw Waist

            #region Draw Legs
            // Draw apparels on lesg
            _smartRectCurrent = _smartRectCurrent
                                .GetWorkingRect(CorgiBodyPartGroupDefOf.Legs,
                                                _startingXforRect,
                                                _startingXforRect);
            //Pants. BodyGroup: Legs; Layer: OnSkin
            Rect LegSkinRect = _smartRectCurrent.NextAvailableRect();
            GUI.DrawTexture(LegSkinRect, ContentFinder <Texture2D> .Get("UI/Widgets/DesButBG", true));
            Rect tipRect6 = LegSkinRect.ContractedBy(12f);
            TooltipHandler.TipRegion(tipRect6, "Sandy_Pants".Translate());
            if (cont)
            {
                bool pantWore = false;
                cont = false;
                do
                {
                    Apparel apparel = apparelCounter.Current;
                    if (apparel.def.apparel.bodyPartGroups[0].listOrder <= CorgiBodyPartGroupDefOf.Legs.listOrder &&
                        apparel.def.apparel.bodyPartGroups[0].listOrder > 0)
                    {
                        if (apparel.def.apparel.LastLayer == ApparelLayerDefOf.OnSkin && pantWore == false)
                        {
                            Utility.DrawThingRowWithImage(selPawn, LegSkinRect, apparel);
                            pantWore = true;
                        }
                        else
                        {
                            _smartRectCurrent = _smartRectCurrent
                                                .GetWorkingRect(CorgiBodyPartGroupDefOf.Legs,
                                                                _startingXforRect,
                                                                _startingXforRect);
                            UtilityDraw.DrawThumbnails(selPawn, _smartRectCurrent, apparel, _apparelOverflow);
                        }
                    }
                    else
                    {
                        cont = true;
                        break;
                    }
                } while (apparelCounter.MoveNext());
            }
            #endregion Draw Legs

            #region Draw Traits

            float traitY     = _smartRectCurrent.Rect.yMax + _smartRectCurrent.HeightGap;
            Rect  rectTraits = new Rect(_margin, traitY, 80f, 30f);
            Text.Font = GameFont.Medium;
            Widgets.Label(rectTraits, "Traits".Translate());
            Text.Font = GameFont.Small;
            float traitX = _margin + 80f;
            foreach (Trait trait in selPawn.Pawn.story.traits.allTraits)
            {
                Rect rectTrait = new Rect(traitX, traitY, rectStat.x - traitX - _margin, Utility.StandardLineHeight);
                if (Mouse.IsOver(rectTrait))
                {
                    Widgets.DrawHighlight(rectTrait);
                }
                Widgets.Label(rectTrait, trait.LabelCap);
                TooltipHandler.TipRegion(rectTrait, trait.TipString(selPawn.Pawn));
                traitY += Utility.StandardLineHeight;
            }


            #endregion

            #region Extra Apparels
            // Put undrawn into overflow list
            if (cont)
            {
                do
                {
                    _apparelOverflow.Add(apparelCounter.Current);
                } while (apparelCounter.MoveNext());
            }
            // Try to draw the extras
            UtilityDraw.DrawApparelToNextRow(selPawn, _smartRectHead, _apparelOverflow);

            // If there is any more remains, put them into their own category
            if (_apparelOverflow.Count > 0)
            {
                float rollingY1 = traitY;
                //float rollingY1 = _smartRectCurrent.y + _smartRectCurrent.height + Utility.StandardLineHeight;
                Widgets.ListSeparator(ref rollingY1, viewRect.width, "Corgi_ExtraApparels".Translate());
                _smartRectCurrent   = _smartRectCurrent.GetWorkingRect(CorgiBodyPartGroupDefOf.Arse, _margin, _margin);
                _smartRectCurrent.y = rollingY1 + Utility.StandardLineHeight;

                do
                {
                    List <ThingWithComps> tempList = new List <ThingWithComps>(_apparelOverflow);
                    _apparelOverflow.Clear();
                    foreach (Apparel apparel in tempList)
                    {
                        UtilityDraw.DrawThumbnails(selPawn, _smartRectCurrent, apparel, _apparelOverflow);
                    }
                    if (_apparelOverflow.Count > 0)
                    {
                        SmartRect temp = _smartRectCurrent.CreateSibling(CorgiBodyPartGroupDefOf.Arse);
                        temp.PreviousSibling          = _smartRectCurrent;
                        _smartRectCurrent.NextSibling = temp;
                        _smartRectCurrent             = temp;
                        continue;
                    }
                } while (_apparelOverflow.Count > 0);
            }
            #endregion Extra Apparels

            #region Draw Inventory
            // Draw inventory
            float rollingY = 0;
            if (Utility.ShouldShowInventory(selPawn.Pawn))
            {
                rollingY = Math.Max(Math.Max(traitY, _smartRectCurrent.Rect.yMax), rectForEquipment.Rect.yMax);
                //if (_smartRectCurrent.Rect.yMax > rectForEquipment.Rect.yMax)
                //{
                //    rollingY = _smartRectCurrent.Rect.yMax;
                //}
                //else
                //{
                //    rollingY = rectForEquipment.Rect.yMax;
                //}
                rollingY += Utility.StandardLineHeight;
                rollingY += 3; // Make a little room for the button.
                float buttonY = rollingY;
                Widgets.ListSeparator(ref rollingY, viewRect.width, "Inventory".Translate());

                Loadout curLoadout = selPawn.Pawn.GetLoadout();
                if (!(curLoadout == null || curLoadout.Slots.NullOrEmpty()))
                {
                    Widgets.Label(new Rect(viewRect.width / 4, buttonY, viewRect.width / 4, 26f), selPawn.Pawn.GetLoadout().label);
                }
                else
                {
                    Widgets.Label(new Rect(viewRect.width / 4, buttonY, viewRect.width / 4, 26f), "CE_NoLoadouts".Translate());
                }

                //Select loadout button
                if (Widgets.ButtonText(new Rect(viewRect.width / 2, buttonY, viewRect.width / 4, 26f), Translator.Translate("CE_SelectLoadout"), true, false, true))
                {
                    List <Loadout> loadouts = (from l in LoadoutManager.Loadouts
                                               where !l.defaultLoadout
                                               select l).ToList();
                    List <FloatMenuOption> list = new List <FloatMenuOption>();
                    if (loadouts.Count == 0)
                    {
                        list.Add(new FloatMenuOption(Translator.Translate("CE_NoLoadouts"), null));
                    }
                    else
                    {
                        for (int i = 0; i < loadouts.Count; i++)
                        {
                            int local_i = i;
                            list.Add(new FloatMenuOption(loadouts[i].LabelCap, delegate
                            {
                                selPawn.Pawn.SetLoadout(loadouts[local_i]);
                            }));
                        }
                    }
                    Find.WindowStack.Add(new FloatMenu(list));
                }

                Rect loadoutButtonRect = new Rect(viewRect.width / 4 * 3, buttonY, viewRect.width / 4, 26f); // button is half the available width...
                if (Widgets.ButtonText(loadoutButtonRect, "Corgi_OpenLoadout".Translate()))
                {
                    if (selPawn.Pawn.IsColonist && (curLoadout == null || curLoadout.Slots.NullOrEmpty()))
                    {
                        Loadout loadout = selPawn.Pawn.GenerateLoadoutFromPawn();
                        LoadoutManager.AddLoadout(loadout);
                        selPawn.Pawn.SetLoadout(loadout);
                    }

                    // Original comments
                    //// UNDONE ideally we'd open the assign (MainTabWindow_OutfitsAndLoadouts) tab as if the user clicked on it here.
                    //// (ProfoundDarkness) But I have no idea how to do that just yet.  The attempts I made seem to put the RimWorld UI into a bit of a bad state.
                    ////                     ie opening the tab like the dialog below.
                    ////                    Need to understand how RimWorld switches tabs and see if something similar can be done here
                    ////                     (or just remove the unfinished marker).

                    //// Opening this window is the same way as if from the assign tab so should be correct.
                    Find.WindowStack.Add(new Dialog_ManageLoadouts(selPawn.Pawn.GetLoadout()));
                }

                workingInvList.Clear();
                workingInvList.AddRange(selPawn.Pawn.inventory.innerContainer);
                for (int i = 0; i < workingInvList.Count; i++)
                {
                    Utility.DrawThingRow(selPawn, ref rollingY, viewRect.width, workingInvList[i].GetInnerIfMinified(), true);
                }
            }
            #endregion Draw Inventory

            if (Event.current.type == EventType.Layout)
            {
                _scrollViewHeight = rollingY + 30f;
            }

            Widgets.EndScrollView();
            GUI.EndGroup();
            GUI.color   = Color.white;
            Text.Anchor = TextAnchor.UpperLeft;
            Reset();
        }