示例#1
0
        public override void Unpack(BinaryReader reader)
        {
            Id = reader.ReadUInt32();

            ClothingBaseEffects.UnpackPackedHashTable(reader);

            ClothingSubPalEffects.UnpackPackedHashTable(reader);
        }
示例#2
0
        /// <summary>
        /// Calculates the ClothingPriority of an item based on the actual coverage. So while an Over-Robe may just be "Chest", we want to know it covers everything but head & arms.
        /// </summary>
        /// <param name="setupId">Defaults to HUMAN_MALE if not set, which is good enough</param>
        /// <returns></returns>
        public CoverageMask?GetVisualPriority(uint setupId = 0x02000001)
        {
            if (ClothingBaseEffects.ContainsKey(setupId))
            {
                CoverageMask visualPriority = 0;
                foreach (CloObjectEffect t in ClothingBaseEffects[setupId].CloObjectEffects)
                {
                    switch (t.Index)
                    {
                    case 0:     // HUMAN_ABDOMEN;
                        visualPriority |= CoverageMask.OuterwearAbdomen;
                        break;

                    case 1:     // HUMAN_LEFT_UPPER_LEG;
                    case 5:     // HUMAN_RIGHT_UPPER_LEG;
                        visualPriority |= CoverageMask.OuterwearUpperLegs;
                        break;

                    case 2:     // HUMAN_LEFT_LOWER_LEG;
                    case 6:     // HUMAN_RIGHT_LOWER_LEG;
                        visualPriority |= CoverageMask.OuterwearLowerLegs;
                        break;

                    case 3:     // HUMAN_LEFT_FOOT;
                    case 4:     // HUMAN_LEFT_TOE;
                    case 7:     // HUMAN_RIGHT_FOOT;
                    case 8:     // HUMAN_RIGHT_TOE;
                        visualPriority |= CoverageMask.Feet;
                        break;

                    case 9:     // HUMAN_CHEST;
                        visualPriority |= CoverageMask.OuterwearChest;
                        break;

                    case 10:     // HUMAN_LEFT_UPPER_ARM;
                    case 13:     // HUMAN_RIGHT_UPPER_ARM;
                        visualPriority |= CoverageMask.OuterwearUpperArms;
                        break;

                    case 11:     // HUMAN_LEFT_LOWER_ARM;
                    case 14:     // HUMAN_RIGHT_LOWER_ARM;
                        visualPriority |= CoverageMask.OuterwearLowerArms;
                        break;

                    case 12:     // HUMAN_LEFT_HAND;
                    case 15:     // HUMAN_RIGHT_HAND;
                        visualPriority |= CoverageMask.Hands;
                        break;

                    case 16:     // HUMAN_HEAD;
                        visualPriority |= CoverageMask.Head;
                        break;

                    default:     // Lots of things we don't care about
                        break;
                    }
                }
                return(visualPriority);
            }
            else
            {
                return(null);
            }
        }