Пример #1
0
        public override List<Material> BodyBaseAt(
        [NotNull] PawnGraphicSet graphics,
        Rot4 bodyFacing,
        RotDrawMode bodyDrawType,
        MaxLayerToShow layer)
        {
            switch (layer)
            {
                case MaxLayerToShow.Naked: return this.CompAnimator?.NakedMatsBodyBaseAt(bodyFacing, bodyDrawType);
                case MaxLayerToShow.OnSkin: return this.CompAnimator?.UnderwearMatsBodyBaseAt(bodyFacing, bodyDrawType);
                default: return graphics.MatsBodyBaseAt(bodyFacing, bodyDrawType);
            }

            return base.BodyBaseAt(graphics, bodyFacing, bodyDrawType, layer);
        }
Пример #2
0
        // Taken from RenderingTool.RenderPawnInternal in CharacterEditor
        private void RenderPawn()
        {
            PawnGraphicSet graphics   = pawn.Drawer.renderer.graphics;
            Quaternion     quaternion = Quaternion.AngleAxis(0f, Vector3.up);

            Mesh    bodyMesh   = pawn.RaceProps.Humanlike ? MeshPool.humanlikeBodySet.MeshAt(previewRot) : graphics.nakedGraphic.MeshAt(previewRot);
            Vector3 bodyOffset = new Vector3(0f, pawn.Position.y + 0.007575758f, 0f);

            foreach (Material mat in graphics.MatsBodyBaseAt(previewRot))
            {
                Material damagedMat = graphics.flasher.GetDamagedMat(mat);
                GenDraw.DrawMeshNowOrLater(bodyMesh, bodyOffset, quaternion, damagedMat, false);
                bodyOffset.y += 0.00390625f;
                if (!toggleClothesEnabled)
                {
                    break;
                }
            }
            Vector3 vector3 = new Vector3(0f, pawn.Position.y + (previewRot == Rot4.North ? 0.026515152f : 0.022727273f), 0f);
            Vector3 vector4 = new Vector3(0f, pawn.Position.y + (previewRot == Rot4.North ? 0.022727273f : 0.026515152f), 0f);

            if (graphics.headGraphic != null)
            {
                Mesh     mesh2      = MeshPool.humanlikeHeadSet.MeshAt(previewRot);
                Vector3  headOffset = quaternion * pawn.Drawer.renderer.BaseHeadOffsetAt(previewRot);
                Material material   = graphics.HeadMatAt_NewTemp(previewRot);
                GenDraw.DrawMeshNowOrLater(mesh2, vector4 + headOffset, quaternion, material, false);

                Mesh    hairMesh     = graphics.HairMeshSet.MeshAt(previewRot);
                Vector3 hairOffset   = new Vector3(headOffset.x, pawn.Position.y + 0.030303031f, headOffset.z);
                bool    isWearingHat = false;
                if (toggleClothesEnabled)
                {
                    foreach (ApparelGraphicRecord apparel in graphics.apparelGraphics)
                    {
                        if (apparel.sourceApparel.def.apparel.LastLayer == ApparelLayerDefOf.Overhead)
                        {
                            Material hatMat = graphics.flasher.GetDamagedMat(apparel.graphic.MatAt(previewRot));
                            if (apparel.sourceApparel.def.apparel.hatRenderedFrontOfFace)
                            {
                                isWearingHat  = true;
                                hairOffset.y += 0.03f;
                                GenDraw.DrawMeshNowOrLater(hairMesh, hairOffset, quaternion, hatMat, false);
                            }
                            else
                            {
                                Vector3 hatOffset = new Vector3(headOffset.x, pawn.Position.y + (previewRot == Rot4.North ? 0.003787879f : 0.03409091f), headOffset.z);
                                GenDraw.DrawMeshNowOrLater(hairMesh, hatOffset, quaternion, hatMat, false);
                            }
                        }
                    }
                }
                if (!isWearingHat)
                {
                    Material hairMat = graphics.HairMatAt_NewTemp(previewRot);
                    GenDraw.DrawMeshNowOrLater(hairMesh, hairOffset, quaternion, hairMat, false);
                }
            }
            if (toggleClothesEnabled)
            {
                foreach (ApparelGraphicRecord graphicsSet in graphics.apparelGraphics)
                {
                    if (graphicsSet.sourceApparel.def.apparel.LastLayer == ApparelLayerDefOf.Shell)
                    {
                        Material clothingMat = graphics.flasher.GetDamagedMat(graphicsSet.graphic.MatAt(previewRot));
                        GenDraw.DrawMeshNowOrLater(bodyMesh, vector3, quaternion, clothingMat, false);
                    }
                }
            }
            HarmonyPatches.DrawAddons(false, vector3, pawn, quaternion, previewRot, false);
            if (toggleClothesEnabled)
            {
                if (pawn.apparel != null)
                {
                    foreach (Apparel apparel in pawn.apparel.WornApparel)
                    {
                        apparel.DrawWornExtras();
                    }
                }
            }
        }
Пример #3
0
        public virtual void DrawInnerThing(Pawn pawn, Vector3 rootLoc, float angle, bool renderBody, Rot4 bodyFacing, Rot4 headFacing, RotDrawMode bodyDrawType, bool portrait, bool headStump)
        {
            PawnGraphicSet graphics = pawn.Drawer.renderer.graphics;
            PawnRenderer   renderer = pawn.Drawer.renderer;

            if (!graphics.AllResolved)
            {
                graphics.ResolveAllGraphics();
            }
            Quaternion quaternion = Quaternion.AngleAxis(angle, Vector3.up);
            Mesh       mesh       = null;

            if (renderBody)
            {
                Vector3 loc = rootLoc;
                loc.y += 0.0078125f;
                if (bodyDrawType == RotDrawMode.Dessicated && !pawn.RaceProps.Humanlike && graphics.dessicatedGraphic != null && !portrait)
                {
                    graphics.dessicatedGraphic.Draw(loc, bodyFacing, pawn, angle);
                }
                else
                {
                    if (pawn.RaceProps.Humanlike)
                    {
                        mesh = MeshPool.humanlikeBodySet.MeshAt(bodyFacing);
                    }
                    else
                    {
                        mesh = graphics.nakedGraphic.MeshAt(bodyFacing);
                    }
                    List <Material> list = graphics.MatsBodyBaseAt(bodyFacing, bodyDrawType);
                    for (int i = 0; i < list.Count; i++)
                    {
                        Material damagedMat = graphics.flasher.GetDamagedMat(list[i]);
                        GenDraw.DrawMeshNowOrLater(mesh, loc, quaternion, damagedMat, portrait);
                        loc.y += 0.00390625f;
                    }
                }
            }
            Vector3 vector = rootLoc;
            Vector3 a      = rootLoc;

            if (bodyFacing != Rot4.North)
            {
                a.y      += 0.02734375f;
                vector.y += 0.0234375f;
            }
            else
            {
                a.y      += 0.0234375f;
                vector.y += 0.02734375f;
            }
            if (graphics.headGraphic != null)
            {
                Vector3  b        = quaternion * renderer.BaseHeadOffsetAt(headFacing);
                Material material = graphics.HeadMatAt(headFacing, bodyDrawType, headStump);
                if (material != null)
                {
                    Mesh mesh2 = MeshPool.humanlikeHeadSet.MeshAt(headFacing);
                    GenDraw.DrawMeshNowOrLater(mesh2, a + b, quaternion, material, portrait);
                }
                Vector3 loc2 = rootLoc + b;
                loc2.y += 0.03125f;
                bool flag = false;
                if (!portrait || !Prefs.HatsOnlyOnMap)
                {
                    Mesh mesh3 = graphics.HairMeshSet.MeshAt(headFacing);
                    List <ApparelGraphicRecord> apparelGraphics = graphics.apparelGraphics;
                    for (int j = 0; j < apparelGraphics.Count; j++)
                    {
                        if (apparelGraphics[j].sourceApparel.def.apparel.LastLayer == ApparelLayerDefOf.Overhead)
                        {
                            if (!apparelGraphics[j].sourceApparel.def.apparel.hatRenderedFrontOfFace)
                            {
                                flag = true;
                                Material material2 = apparelGraphics[j].graphic.MatAt(bodyFacing, null);
                                material2 = graphics.flasher.GetDamagedMat(material2);
                                GenDraw.DrawMeshNowOrLater(mesh3, loc2, quaternion, material2, portrait);
                            }
                            else
                            {
                                Material material3 = apparelGraphics[j].graphic.MatAt(bodyFacing, null);
                                material3 = graphics.flasher.GetDamagedMat(material3);
                                Vector3 loc3 = rootLoc + b;
                                loc3.y += ((!(bodyFacing == Rot4.North)) ? 0.03515625f : 0.00390625f);
                                GenDraw.DrawMeshNowOrLater(mesh3, loc3, quaternion, material3, portrait);
                            }
                        }
                    }
                }
                if (!flag && bodyDrawType != RotDrawMode.Dessicated && !headStump)
                {
                    Mesh     mesh4 = graphics.HairMeshSet.MeshAt(headFacing);
                    Material mat   = graphics.HairMatAt(headFacing);
                    GenDraw.DrawMeshNowOrLater(mesh4, loc2, quaternion, mat, portrait);
                }
            }
            if (renderBody)
            {
                for (int k = 0; k < graphics.apparelGraphics.Count; k++)
                {
                    ApparelGraphicRecord apparelGraphicRecord = graphics.apparelGraphics[k];
                    if (apparelGraphicRecord.sourceApparel.def.apparel.LastLayer == ApparelLayerDefOf.Shell)
                    {
                        Material material4 = apparelGraphicRecord.graphic.MatAt(bodyFacing, null);
                        material4 = graphics.flasher.GetDamagedMat(material4);
                        GenDraw.DrawMeshNowOrLater(mesh, vector, quaternion, material4, portrait);
                    }
                }
            }
            if (!portrait && pawn.RaceProps.Animal && pawn.inventory != null && pawn.inventory.innerContainer.Count > 0 && graphics.packGraphic != null)
            {
                Graphics.DrawMesh(mesh, vector, quaternion, graphics.packGraphic.MatAt(bodyFacing, null), 0);
            }
            if (!portrait)
            {
                if (pawn.apparel != null)
                {
                    List <Apparel> wornApparel = pawn.apparel.WornApparel;
                    for (int l = 0; l < wornApparel.Count; l++)
                    {
                        wornApparel[l].DrawWornExtras();
                    }
                }
                Vector3 bodyLoc = rootLoc;
                bodyLoc.y += 0.04296875f;
            }
        }
        protected void RenderSlot(TrackedColonist slot, Vector2 position)
        {
            if (Event.current.type != EventType.Repaint)
            {
                return;
            }
            Rot4           south    = Rot4.South;
            Pawn           pawn     = slot.Pawn;
            PawnGraphicSet graphics = pawn.drawer.renderer.graphics;

            if (!graphics.AllResolved)
            {
                graphics.ResolveAllGraphics();
            }
            bool       flag        = slot.Dead || slot.Missing;
            bool       cryptosleep = slot.Cryptosleep;
            Quaternion identity    = Quaternion.identity;
            Vector3    one         = Vector3.one;

            Graphics.DrawMesh(this.backgroundMesh, Matrix4x4.TRS(new Vector3(position.x + ColonistBarDrawer.BackgroundOffset.x, position.y + ColonistBarDrawer.BackgroundOffset.y, 0f), identity, one), ColonistBarDrawer.SlotBackgroundMat, 1, this.camera, 0, null);
            MaterialPropertyBlock properties = null;

            if (flag)
            {
                properties = this.deadPropertyBlock;
            }
            else if (slot.Cryptosleep)
            {
                properties = this.cryptosleepPropertyBlock;
            }
            float    num = 1f;
            Material material;

            foreach (Material current in graphics.MatsBodyBaseAt(south, RotDrawMode.Fresh))
            {
                material = current;
                if (flag)
                {
                    material = this.GetDeadMaterial(current);
                }
                else if (cryptosleep)
                {
                    material = this.GetFrozenMaterial(current);
                }
                Graphics.DrawMesh(this.bodyMesh, Matrix4x4.TRS(new Vector3(position.x + ColonistBarDrawer.PortraitOffset.x, position.y + ColonistBarDrawer.PortraitOffset.y, num), identity, one), material, 1, this.camera, 0, properties);
                num += 1f;
            }
            Material material2;

            for (int i = 0; i < graphics.apparelGraphics.Count; i++)
            {
                ApparelGraphicRecord apparelGraphicRecord = graphics.apparelGraphics[i];
                if (apparelGraphicRecord.sourceApparel.def.apparel.LastLayer == ApparelLayer.Shell)
                {
                    material2 = apparelGraphicRecord.graphic.MatAt(south, null);
                    material2 = graphics.flasher.GetDamagedMat(material2);
                    material  = material2;
                    if (flag)
                    {
                        material = this.GetDeadMaterial(material2);
                    }
                    else if (cryptosleep)
                    {
                        material = this.GetFrozenMaterial(material2);
                    }
                    Graphics.DrawMesh(this.bodyMesh, Matrix4x4.TRS(new Vector3(position.x + ColonistBarDrawer.PortraitOffset.x, position.y + ColonistBarDrawer.PortraitOffset.y, num), identity, one), material, 1, this.camera, 0, properties);
                    num += 1f;
                }
            }
            Graphics.DrawMesh(this.backgroundMesh, Matrix4x4.TRS(new Vector3(position.x + ColonistBarDrawer.BackgroundOffset.x, position.y + ColonistBarDrawer.BackgroundOffset.y, num), identity, one), ColonistBarDrawer.SlotBordersMat, 1, this.camera);
            num += 1f;
            if ((slot.Corpse != null) ? Find.Selector.IsSelected(slot.Corpse) : Find.Selector.IsSelected(pawn))
            {
                Graphics.DrawMesh(this.backgroundMesh, Matrix4x4.TRS(new Vector3(position.x + ColonistBarDrawer.BackgroundOffset.x, position.y + ColonistBarDrawer.BackgroundOffset.y, num), identity, one), ColonistBarDrawer.SlotSelectedMat, 1, this.camera);
                num += 1f;
            }
            material2 = pawn.drawer.renderer.graphics.HeadMatAt(south, RotDrawMode.Fresh);
            material  = material2;
            if (flag)
            {
                material = this.GetDeadMaterial(material2);
            }
            else if (cryptosleep)
            {
                material = this.GetFrozenMaterial(material2);
            }
            Graphics.DrawMesh(this.headMesh, Matrix4x4.TRS(new Vector3(position.x + ColonistBarDrawer.HeadOffset.x, position.y + ColonistBarDrawer.HeadOffset.y, num), identity, one), material, 1, this.camera, 0, properties);
            num += 1f;
            bool flag2 = false;
            List <ApparelGraphicRecord> apparelGraphics = graphics.apparelGraphics;

            for (int j = 0; j < apparelGraphics.Count; j++)
            {
                if (apparelGraphics[j].sourceApparel.def.apparel.LastLayer == ApparelLayer.Overhead)
                {
                    flag2     = true;
                    material2 = apparelGraphics[j].graphic.MatAt(south, null);
                    material2 = graphics.flasher.GetDamagedMat(material2);
                    material  = material2;
                    if (flag)
                    {
                        material = this.GetDeadMaterial(material2);
                    }
                    else if (cryptosleep)
                    {
                        material = this.GetFrozenMaterial(material2);
                    }
                    Graphics.DrawMesh(this.headMesh, Matrix4x4.TRS(new Vector3(position.x + ColonistBarDrawer.HeadOffset.x, position.y + ColonistBarDrawer.HeadOffset.y, num), identity, one), material, 1, this.camera, 0, properties);
                    num += 1f;
                }
            }
            if (!flag2 && slot.Pawn.story.hairDef != null)
            {
                material2 = graphics.HairMatAt(south);
                material  = material2;
                if (flag)
                {
                    material = this.GetDeadMaterial(material2);
                }
                else if (cryptosleep)
                {
                    material = this.GetFrozenMaterial(material2);
                }
                Graphics.DrawMesh(this.headMesh, Matrix4x4.TRS(new Vector3(position.x + ColonistBarDrawer.HeadOffset.x, position.y + ColonistBarDrawer.HeadOffset.y, num), identity, one), material, 1, this.camera, 0, properties);
                num += 1f;
            }
        }