Marking default coloring (#13039)
* Marking coloring WIP * EnsureDefault now supports coloring! * Now markings have coloring when they get added * Many things * yml files * cleanup * Some requested changes * Nullable type and WIP caching * Time to resolve that thing with deprecated hair fields * Latest reviews + im still trying to use these hair markings * FirstOrDefault thing and Tattoo docs * IDK * It's now works a bit more properly in preferences GUI * THEY SYNCING! However preferences GUI still broken and doesn't work properly * Markings now updating when changing in GUI. However they still don't work properly with bald humanoids * Forgor... * Default hair-colored markings will not color to hair if there is no hair * Fixed default colors for customizable markings * Fixed bug in prefs GUI that set current hair to null * Now markings that must match skin color because of limb (e.x. Slimes) - will match skin color * final tweaks: if hair uses skin color then markings will use skin color as hair color (slimes) * fix * fixed dirty. no more funni invis bug * Mirrors and client profile loading * default colors soon TM * review + better coloring * Hardcode is gone * diona markings * oh my god * fixed CategoryColoring * cool fallback, clean up and some other tweaks * code style * more style * a
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@@ -1,3 +1,4 @@
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using System.Linq;
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using Content.Shared.Ghost;
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using Content.Shared.Humanoid;
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using Content.Shared.Humanoid.Markings;
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@@ -42,6 +43,7 @@ public sealed class HumanoidAppearanceSystem : SharedHumanoidAppearanceSystem
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component.PermanentlyHidden = new(state.PermanentlyHidden);
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component.CustomBaseLayers = state.CustomBaseLayers.ShallowClone();
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UpdateLayers(component, sprite);
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ApplyMarkingSet(uid, state.Markings, component, sprite);
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@@ -134,22 +136,66 @@ public sealed class HumanoidAppearanceSystem : SharedHumanoidAppearanceSystem
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var customBaseLayers = new Dictionary<HumanoidVisualLayers, CustomBaseLayerInfo>();
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var speciesPrototype = _prototypeManager.Index<SpeciesPrototype>(profile.Species);
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var markings = new MarkingSet(profile.Appearance.Markings, speciesPrototype.MarkingPoints, _markingManager,
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_prototypeManager);
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markings.EnsureDefault(profile.Appearance.SkinColor, _markingManager);
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var markings = new MarkingSet(speciesPrototype.MarkingPoints, _markingManager, _prototypeManager);
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// Add markings that doesn't need coloring. We store them until we add all other markings that doesn't need it.
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var markingFColored = new Dictionary<Marking, MarkingPrototype>();
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foreach (var marking in profile.Appearance.Markings)
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{
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if (_markingManager.TryGetMarking(marking, out var prototype))
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{
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if (!prototype.ForcedColoring)
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{
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markings.AddBack(prototype.MarkingCategory, marking);
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}
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else
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{
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markingFColored.Add(marking, prototype);
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}
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}
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}
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// legacy: remove in the future?
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markings.RemoveCategory(MarkingCategories.Hair);
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markings.RemoveCategory(MarkingCategories.FacialHair);
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var hair = new Marking(profile.Appearance.HairStyleId, new[] { profile.Appearance.HairColor });
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markings.AddBack(MarkingCategories.Hair, hair);
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//markings.RemoveCategory(MarkingCategories.Hair);
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//markings.RemoveCategory(MarkingCategories.FacialHair);
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// We need to ensure hair before applying it or coloring can try depend on markings that can be invalid
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var hairColor = _markingManager.MustMatchSkin(profile.Species, HumanoidVisualLayers.Hair, _prototypeManager)
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? profile.Appearance.SkinColor : profile.Appearance.HairColor;
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var hair = new Marking(profile.Appearance.HairStyleId,
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new[] { hairColor });
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var facialHairColor = _markingManager.MustMatchSkin(profile.Species, HumanoidVisualLayers.FacialHair, _prototypeManager)
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? profile.Appearance.SkinColor : profile.Appearance.FacialHairColor;
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var facialHair = new Marking(profile.Appearance.FacialHairStyleId,
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new[] { profile.Appearance.FacialHairColor });
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markings.AddBack(MarkingCategories.FacialHair, facialHair);
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new[] { facialHairColor });
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markings.FilterSpecies(profile.Species, _markingManager, _prototypeManager);
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if (_markingManager.CanBeApplied(profile.Species, hair, _prototypeManager))
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{
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markings.AddBack(MarkingCategories.Hair, hair);
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}
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if (_markingManager.CanBeApplied(profile.Species, facialHair, _prototypeManager))
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{
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markings.AddBack(MarkingCategories.FacialHair, facialHair);
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}
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// Finally adding marking with forced colors
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foreach (var (marking, prototype) in markingFColored)
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{
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var markingColors = MarkingColoring.GetMarkingLayerColors(
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prototype,
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profile.Appearance.SkinColor,
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profile.Appearance.EyeColor,
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markings
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);
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markings.AddBack(prototype.MarkingCategory, new Marking(marking.MarkingId, markingColors));
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}
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markings.EnsureSpecies(profile.Species, profile.Appearance.SkinColor, _markingManager, _prototypeManager);
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markings.EnsureDefault(
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profile.Appearance.SkinColor,
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profile.Appearance.EyeColor,
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_markingManager);
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DebugTools.Assert(uid.IsClientSide());
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@@ -239,7 +285,6 @@ public sealed class HumanoidAppearanceSystem : SharedHumanoidAppearanceSystem
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spriteComp.RemoveLayer(index);
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}
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}
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private void ApplyMarking(EntityUid uid,
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MarkingPrototype markingPrototype,
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IReadOnlyList<Color>? colors,
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@@ -273,22 +318,19 @@ public sealed class HumanoidAppearanceSystem : SharedHumanoidAppearanceSystem
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}
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sprite.LayerSetVisible(layerId, visible);
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if (!visible || setting == null) // this is kinda implied
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{
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continue;
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}
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if (markingPrototype.FollowSkinColor || colors == null || setting.MarkingsMatchSkin)
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if (colors != null)
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{
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var skinColor = humanoid.SkinColor;
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skinColor.A = setting.LayerAlpha;
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sprite.LayerSetColor(layerId, skinColor);
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sprite.LayerSetColor(layerId, colors[j]);
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}
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else
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{
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sprite.LayerSetColor(layerId, colors[j]);
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sprite.LayerSetColor(layerId, Color.White);
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}
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}
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}
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@@ -60,11 +60,13 @@ public sealed partial class HumanoidMarkingModifierWindow : DefaultWindow
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string? state = _protoMan.HasIndex<HumanoidSpeciesSpriteLayer>(modifier.Text) ? modifier.Text : null;
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OnLayerInfoModified?.Invoke(layer, new CustomBaseLayerInfo(state, modifier.Color));
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}
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public void SetState(MarkingSet markings, string species, Color skinColor, Dictionary<HumanoidVisualLayers, CustomBaseLayerInfo> info)
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public void SetState(
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MarkingSet markings,
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string species,
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Color skinColor,
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Dictionary<HumanoidVisualLayers, CustomBaseLayerInfo> info
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)
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{
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MarkingPickerWidget.SetData(markings, species, skinColor);
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foreach (var (layer, modifier) in _modifiers)
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{
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if (!info.TryGetValue(layer, out var layerInfo))
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@@ -75,6 +77,14 @@ public sealed partial class HumanoidMarkingModifierWindow : DefaultWindow
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modifier.SetState(true, layerInfo.ID ?? string.Empty, layerInfo.Color ?? Color.White);
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}
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var eyesColor = Color.White;
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if (info.TryGetValue(HumanoidVisualLayers.Eyes, out var eyes) && eyes.Color != null)
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{
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eyesColor = eyes.Color.Value;
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}
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MarkingPickerWidget.SetData(markings, species, skinColor, eyesColor);
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}
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private sealed class HumanoidBaseLayerModifier : BoxContainer
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@@ -36,6 +36,9 @@ public sealed partial class MarkingPicker : Control
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private string _currentSpecies = SharedHumanoidAppearanceSystem.DefaultSpecies;
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public Color CurrentSkinColor = Color.White;
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public Color CurrentEyeColor = Color.Black;
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public Marking? HairMarking;
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public Marking? FacialHairMarking;
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private readonly HashSet<MarkingCategories> _ignoreCategories = new();
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@@ -74,7 +77,7 @@ public sealed partial class MarkingPicker : Control
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}
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}
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public void SetData(List<Marking> newMarkings, string species, Color skinColor)
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public void SetData(List<Marking> newMarkings, string species, Color skinColor, Color eyeColor)
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{
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var pointsProto = _prototypeManager
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.Index<SpeciesPrototype>(species).MarkingPoints;
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@@ -82,33 +85,36 @@ public sealed partial class MarkingPicker : Control
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if (!IgnoreSpecies)
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{
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_currentMarkings.FilterSpecies(species); // should be validated server-side but it can't hurt
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_currentMarkings.EnsureSpecies(species, skinColor, _markingManager); // should be validated server-side but it can't hurt
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}
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_currentSpecies = species;
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CurrentSkinColor = skinColor;
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CurrentEyeColor = eyeColor;
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Populate();
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PopulateUsed();
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}
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public void SetData(MarkingSet set, string species, Color skinColor)
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public void SetData(MarkingSet set, string species, Color skinColor, Color eyeColor)
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{
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_currentMarkings = set;
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if (!IgnoreSpecies)
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{
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_currentMarkings.FilterSpecies(species); // should be validated server-side but it can't hurt
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_currentMarkings.EnsureSpecies(species, skinColor, _markingManager); // should be validated server-side but it can't hurt
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}
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_currentSpecies = species;
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CurrentSkinColor = skinColor;
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CurrentEyeColor = eyeColor;
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Populate();
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PopulateUsed();
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}
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public void SetSkinColor(Color color) => CurrentSkinColor = color;
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public void SetEyeColor(Color color) => CurrentEyeColor = color;
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public MarkingPicker()
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{
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@@ -201,7 +207,7 @@ public sealed partial class MarkingPicker : Control
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if (!IgnoreSpecies)
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{
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_currentMarkings.FilterSpecies(_currentSpecies, _markingManager);
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_currentMarkings.EnsureSpecies(_currentSpecies, null, _markingManager);
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}
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// walk backwards through the list for visual purposes
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@@ -305,7 +311,7 @@ public sealed partial class MarkingPicker : Control
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var speciesPrototype = _prototypeManager.Index<SpeciesPrototype>(species);
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_currentMarkings = new(markingList, speciesPrototype.MarkingPoints, _markingManager, _prototypeManager);
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_currentMarkings.FilterSpecies(species);
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_currentMarkings.EnsureSpecies(species, null, _markingManager);
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Populate();
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PopulateUsed();
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@@ -335,7 +341,7 @@ public sealed partial class MarkingPicker : Control
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_selectedMarking = CMarkingsUsed[item.ItemIndex];
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var prototype = (MarkingPrototype) _selectedMarking.Metadata!;
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if (prototype.FollowSkinColor)
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if (prototype.ForcedColoring)
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{
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CMarkingColors.Visible = false;
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@@ -412,12 +418,40 @@ public sealed partial class MarkingPicker : Control
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}
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var marking = (MarkingPrototype) _selectedUnusedMarking.Metadata!;
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var markingObject = marking.AsMarking();
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for (var i = 0; i < markingObject.MarkingColors.Count; i++)
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// We need add hair markings in cloned set manually because _currentMarkings doesn't have it
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var markingSet = new MarkingSet(_currentMarkings);
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if (HairMarking != null)
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{
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markingObject.SetColor(i, CurrentSkinColor);
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markingSet.AddBack(MarkingCategories.Hair, HairMarking);
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}
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if (FacialHairMarking != null)
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{
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markingSet.AddBack(MarkingCategories.FacialHair, FacialHairMarking);
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}
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if (!_markingManager.MustMatchSkin(_currentSpecies, marking.BodyPart, _prototypeManager))
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{
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// Do default coloring
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var colors = MarkingColoring.GetMarkingLayerColors(
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marking,
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CurrentSkinColor,
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CurrentEyeColor,
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markingSet
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);
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for (var i = 0; i < colors.Count; i++)
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{
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markingObject.SetColor(i, colors[i]);
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}
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}
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else
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{
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// Color everything in skin color
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for (var i = 0; i < marking.Sprites.Count; i++)
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{
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markingObject.SetColor(i, CurrentSkinColor);
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}
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}
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markingObject.Forced = Forced;
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