public void ResolveApparelGraphicsOriginal() { this.ClearCache(); this.apparelGraphics.Clear(); List <Apparel> OriginalItems = new List <Apparel>(); foreach (Apparel current in this.pawn.apparel.WornApparelInDrawOrder) { ApparelGraphicRecord item; if (current.GetComp <CompFactionColor>() != null) { if ((ApparelGraphicGetterFC.TryGetGraphicApparelModded(current, this.pawn.story.BodyType, out item))) { if (current.GetComp <ApparelDetailDrawer>() != null && !current.Spawned) { OriginalItems.Add(current); } this.apparelGraphics.Add(item); } } else if (ApparelGraphicRecordGetter.TryGetGraphicApparel(current, this.pawn.story.BodyType, out item)) { this.apparelGraphics.Add(item); } } Corruption.AfflictionDrawerUtility.DrawChaosOverlays(this.pawn); foreach (Apparel app in OriginalItems) { ApparelDetailDrawer.DrawDetails(this.pawn, app); } }
public void ResolveApparelGraphicsModded() { this.ClearCache(); this.apparelGraphics.Clear(); List <ApparelGraphicRecord> ApparelDetails = new List <ApparelGraphicRecord>(); List <Apparel> OriginalItems = new List <Apparel>(); foreach (Apparel current in this.pawn.apparel.WornApparelInDrawOrder) { ApparelGraphicRecord item; if (current.AllComps.Any(i => i.GetType() == typeof(CompFactionColor))) { if (this.pawn.def.race.intelligence <= Intelligence.ToolUser) { btype = BodyType.Male; } else { btype = this.pawn.story.BodyType; } if (ApparelGraphicGetterFC.TryGetGraphicApparelModded(current, btype, out item)) { this.apparelGraphics.Add(item); if (current.GetComp <ApparelDetailDrawer>() != null && !current.Spawned) { // current.GetComp<ApparelDetailDrawer>().PostSpawnSetup(); // ApparelGraphicRecord detail; // ApparelDetailDrawer.ReturnApparelDetails(current, out detail); // this.apparelGraphics.Add(detail); OriginalItems.Add(current); } } } else if (current.AllComps.Any(i => i.GetType() == typeof(CompRenderToolUserApparel))) { btype = BodyType.Male; // ApparelGraphicGetterFC.TryGetGraphicApparelModded(current, btype, out item, current.DrawColor, current.DrawColorTwo); // this.apparelGraphics.Add(item); } else if (ApparelGraphicRecordGetter.TryGetGraphicApparel(current, this.pawn.story.BodyType, out item)) { this.apparelGraphics.Add(item); } } // Corruption.AfflictionDrawerUtility.DrawChaosOverlays(this.pawn); foreach (Apparel app in OriginalItems) { ApparelDetailDrawer.DrawDetails(this.pawn, app); } }