[Feat] Тонкие спрайты снова в строю (#102)

* Revert "Hair Overhaul (#19298)"

This reverts commit 9491f322de.

# Conflicts:
#	Resources/Textures/Mobs/Customization/human_hair.rsi/a.png
#	Resources/Textures/Mobs/Customization/human_hair.rsi/afro.png
#	Resources/Textures/Mobs/Customization/human_hair.rsi/afro2.png
#	Resources/Textures/Mobs/Customization/human_hair.rsi/bigafro.png
#	Resources/Textures/Mobs/Customization/human_hair.rsi/cornrows2.png
#	Resources/Textures/Mobs/Customization/human_hair.rsi/emofringe.png
#	Resources/Textures/Mobs/Customization/human_hair.rsi/keanu.png
#	Resources/Textures/Mobs/Customization/human_hair.rsi/long.png
#	Resources/Textures/Mobs/Customization/human_hair.rsi/long2.png
#	Resources/Textures/Mobs/Customization/human_hair.rsi/long3.png
#	Resources/Textures/Mobs/Customization/human_hair.rsi/meta.json
#	Resources/Textures/Mobs/Customization/human_hair.rsi/modern.png
#	Resources/Textures/Mobs/Customization/human_hair.rsi/quiff.png

* add: возврат системы тонкоспрайтов

* fix: небольшие фиксы после реверта причесок

* add: старые текстуры для slim бодитайпа

* fix: фикс причесок после апстрима
This commit is contained in:
Remuchi
2024-02-24 17:06:32 +07:00
committed by GitHub
parent ac2d162c53
commit 3515e87f74
850 changed files with 6170 additions and 675 deletions

View File

@@ -42,9 +42,8 @@ public sealed class HumanoidAppearanceSystem : SharedHumanoidAppearanceSystem
component.BaseLayers.Clear();
// add default species layers
var speciesProto = _prototypeManager.Index(component.Species);
var baseSprites = _prototypeManager.Index<HumanoidSpeciesBaseSpritesPrototype>(speciesProto.SpriteSet);
foreach (var (key, id) in baseSprites.Sprites)
var bodyTypeProto = _prototypeManager.Index<BodyTypePrototype>(component.BodyType);
foreach (var (key, id) in bodyTypeProto.Sprites)
{
oldLayers.Remove(key);
if (!component.CustomBaseLayers.ContainsKey(key))
@@ -108,13 +107,17 @@ public sealed class HumanoidAppearanceSystem : SharedHumanoidAppearanceSystem
/// This should not be used if the entity is owned by the server. The server will otherwise
/// override this with the appearance data it sends over.
/// </remarks>
public override void LoadProfile(EntityUid uid, HumanoidCharacterProfile profile, HumanoidAppearanceComponent? humanoid = null)
public override void LoadProfile(
EntityUid uid,
HumanoidCharacterProfile profile,
HumanoidAppearanceComponent? humanoid = null)
{
if (!Resolve(uid, ref humanoid))
{
return;
}
humanoid.BodyType = profile.BodyType;
var customBaseLayers = new Dictionary<HumanoidVisualLayers, CustomBaseLayerInfo>();
var speciesPrototype = _prototypeManager.Index<SpeciesPrototype>(profile.Species);
@@ -142,15 +145,19 @@ public sealed class HumanoidAppearanceSystem : SharedHumanoidAppearanceSystem
//markings.RemoveCategory(MarkingCategories.FacialHair);
// We need to ensure hair before applying it or coloring can try depend on markings that can be invalid
var hairColor = _markingManager.MustMatchSkin(profile.Species, HumanoidVisualLayers.Hair, out var hairAlpha, _prototypeManager)
var hairColor = _markingManager.MustMatchSkin(profile.BodyType, HumanoidVisualLayers.Hair, out var hairAlpha,
_prototypeManager)
? profile.Appearance.SkinColor.WithAlpha(hairAlpha)
: profile.Appearance.HairColor;
var hair = new Marking(profile.Appearance.HairStyleId,
new[] { hairColor });
var facialHairColor = _markingManager.MustMatchSkin(profile.Species, HumanoidVisualLayers.FacialHair, out var facialHairAlpha, _prototypeManager)
var facialHairColor = _markingManager.MustMatchSkin(profile.BodyType, HumanoidVisualLayers.FacialHair,
out var facialHairAlpha, _prototypeManager)
? profile.Appearance.SkinColor.WithAlpha(facialHairAlpha)
: profile.Appearance.FacialHairColor;
var facialHair = new Marking(profile.Appearance.FacialHairStyleId,
new[] { facialHairColor });
@@ -158,6 +165,7 @@ public sealed class HumanoidAppearanceSystem : SharedHumanoidAppearanceSystem
{
markings.AddBack(MarkingCategories.Hair, hair);
}
if (_markingManager.CanBeApplied(profile.Species, profile.Sex, facialHair, _prototypeManager))
{
markings.AddBack(MarkingCategories.FacialHair, facialHair);
@@ -172,10 +180,13 @@ public sealed class HumanoidAppearanceSystem : SharedHumanoidAppearanceSystem
profile.Appearance.EyeColor,
markings
);
markings.AddBack(prototype.MarkingCategory, new Marking(marking.MarkingId, markingColors));
}
markings.EnsureSpecies(profile.Species, profile.Appearance.SkinColor, _markingManager, _prototypeManager);
markings.EnsureSpecies(profile.Species, profile.BodyType, profile.Appearance.SkinColor, _markingManager,
_prototypeManager);
markings.EnsureSexes(profile.Sex, _markingManager);
markings.EnsureDefault(
profile.Appearance.SkinColor,
@@ -190,6 +201,7 @@ public sealed class HumanoidAppearanceSystem : SharedHumanoidAppearanceSystem
humanoid.CustomBaseLayers = customBaseLayers;
humanoid.Sex = profile.Sex;
humanoid.Gender = profile.Gender;
humanoid.BodyType = profile.BodyType;
humanoid.Age = profile.Age;
humanoid.Species = profile.Species;
humanoid.SkinColor = profile.Appearance.SkinColor;
@@ -261,7 +273,9 @@ public sealed class HumanoidAppearanceSystem : SharedHumanoidAppearanceSystem
spriteComp.RemoveLayer(index);
}
}
private void ApplyMarking(MarkingPrototype markingPrototype,
private void ApplyMarking(
MarkingPrototype markingPrototype,
IReadOnlyList<Color>? colors,
bool visible,
HumanoidAppearanceComponent humanoid,
@@ -274,7 +288,7 @@ public sealed class HumanoidAppearanceSystem : SharedHumanoidAppearanceSystem
visible &= !IsHidden(humanoid, markingPrototype.BodyPart);
visible &= humanoid.BaseLayers.TryGetValue(markingPrototype.BodyPart, out var setting)
&& setting.AllowsMarkings;
&& setting.AllowsMarkings;
for (var j = 0; j < markingPrototype.Sprites.Count; j++)
{
@@ -315,7 +329,12 @@ public sealed class HumanoidAppearanceSystem : SharedHumanoidAppearanceSystem
}
}
public override void SetSkinColor(EntityUid uid, Color skinColor, bool sync = true, bool verify = true, HumanoidAppearanceComponent? humanoid = null)
public override void SetSkinColor(
EntityUid uid,
Color skinColor,
bool sync = true,
bool verify = true,
HumanoidAppearanceComponent? humanoid = null)
{
if (!Resolve(uid, ref humanoid) || humanoid.SkinColor == skinColor)
return;
@@ -366,7 +385,8 @@ public sealed class HumanoidAppearanceSystem : SharedHumanoidAppearanceSystem
{
foreach (var marking in markingList)
{
if (_markingManager.TryGetMarking(marking, out var markingPrototype) && markingPrototype.BodyPart == layer)
if (_markingManager.TryGetMarking(marking, out var markingPrototype) &&
markingPrototype.BodyPart == layer)
ApplyMarking(markingPrototype, marking.MarkingColors, marking.Visible, humanoid, sprite);
}
}