(61d00a474) v0.9.7.1
This commit is contained in:
+435
@@ -0,0 +1,435 @@
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using Microsoft.Xna.Framework;
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using System.Collections.Generic;
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using System.Globalization;
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using System.IO;
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using System;
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using System.Linq;
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using System.Xml.Linq;
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using Barotrauma.Extensions;
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namespace Barotrauma
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{
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public enum AnimationType
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{
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NotDefined,
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Walk,
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Run,
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SwimSlow,
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SwimFast
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}
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abstract class GroundedMovementParams : AnimationParams
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{
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[Serialize("1.0, 1.0", true, description: "How big steps the character takes."), Editable(DecimalCount = 2)]
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public Vector2 StepSize
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{
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get;
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set;
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}
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[Serialize(0f, true, description: "How high above the ground the character's head is positioned."), Editable(DecimalCount = 2)]
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public float HeadPosition { get; set; }
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[Serialize(0f, true, description: "How high above the ground the character's torso is positioned."), Editable(DecimalCount = 2)]
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public float TorsoPosition { get; set; }
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[Serialize(1f, true, description: "Separate multiplier for the head lift"), Editable(MinValueFloat = 0, MaxValueFloat = 2, ValueStep = 0.1f)]
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public float StepLiftHeadMultiplier { get; set; }
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[Serialize(0f, true, description: "How much the body raises when taking a step."), Editable(MinValueFloat = 0, MaxValueFloat = 100, ValueStep = 0.1f)]
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public float StepLiftAmount { get; set; }
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[Serialize(-0.5f, true, description: "When does the body raise when taking a step. The default (0.5) is in the middle of the step."), Editable(MinValueFloat = -1, MaxValueFloat = 1, DecimalCount = 2, ValueStep = 0.1f)]
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public float StepLiftOffset { get; set; }
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[Serialize(2f, true, description: "How frequently the body raises when taking a step. The default is 2 (after every step)."), Editable(MinValueFloat = 0, MaxValueFloat = 10, ValueStep = 0.1f)]
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public float StepLiftFrequency { get; set; }
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[Serialize(0.75f, true, description: "The character's movement speed is multiplied with this value when moving backwards."), Editable(MinValueFloat = 0.1f, MaxValueFloat = 0.99f, DecimalCount = 2)]
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public float BackwardsMovementMultiplier { get; set; }
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}
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abstract class SwimParams : AnimationParams
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{
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[Serialize(25.0f, true, description: "Turning speed (or rather a force applied on the main collider to make it turn). Note that you can set a limb-specific steering forces too (additional)."), Editable(MinValueFloat = 0, MaxValueFloat = 500)]
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public float SteerTorque { get; set; }
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}
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abstract class AnimationParams : EditableParams, IMemorizable<AnimationParams>
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{
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public string SpeciesName { get; private set; }
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public bool IsGroundedAnimation => AnimationType == AnimationType.Walk || AnimationType == AnimationType.Run;
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public bool IsSwimAnimation => AnimationType == AnimationType.SwimSlow || AnimationType == AnimationType.SwimFast;
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protected static Dictionary<string, Dictionary<string, AnimationParams>> allAnimations = new Dictionary<string, Dictionary<string, AnimationParams>>();
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[Serialize(1.0f, true), Editable(DecimalCount = 2, MinValueFloat = 0, MaxValueFloat = Ragdoll.MAX_SPEED)]
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public float MovementSpeed { get; set; }
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[Serialize(1.0f, true, description: "The speed of the \"animation cycle\", i.e. how fast the character takes steps or moves the tail/legs/arms (the outcome depends what the clip is about)"),
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Editable(MinValueFloat = 0, MaxValueFloat = 10, DecimalCount = 2)]
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public float CycleSpeed { get; set; }
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/// <summary>
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/// In degrees.
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/// </summary>
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[Serialize(float.NaN, true), Editable(-360f, 360f)]
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public float HeadAngle
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{
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get => float.IsNaN(HeadAngleInRadians) ? float.NaN : MathHelper.ToDegrees(HeadAngleInRadians);
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set
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{
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if (!float.IsNaN(value))
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{
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HeadAngleInRadians = MathHelper.ToRadians(value);
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}
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}
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}
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public float HeadAngleInRadians { get; private set; } = float.NaN;
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/// <summary>
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/// In degrees.
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/// </summary>
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[Serialize(float.NaN, true), Editable(-360f, 360f)]
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public float TorsoAngle
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{
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get => float.IsNaN(TorsoAngleInRadians) ? float.NaN : MathHelper.ToDegrees(TorsoAngleInRadians);
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set
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{
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if (!float.IsNaN(value))
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{
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TorsoAngleInRadians = MathHelper.ToRadians(value);
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}
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}
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}
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public float TorsoAngleInRadians { get; private set; } = float.NaN;
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[Serialize(AnimationType.NotDefined, true), Editable]
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public virtual AnimationType AnimationType { get; protected set; }
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public static string GetDefaultFileName(string speciesName, AnimationType animType) => $"{speciesName.CapitaliseFirstInvariant()}{animType.ToString()}";
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public static string GetDefaultFile(string speciesName, AnimationType animType, ContentPackage contentPackage = null)
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=> Path.Combine(GetFolder(speciesName, contentPackage), $"{GetDefaultFileName(speciesName, animType)}.xml");
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public static string GetFolder(string speciesName, ContentPackage contentPackage = null)
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{
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CharacterPrefab prefab = CharacterPrefab.FindBySpeciesName(speciesName);
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if (prefab?.XDocument == null)
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{
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DebugConsole.ThrowError($"Failed to find config file for '{speciesName}'");
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return string.Empty;
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}
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return GetFolder(prefab.XDocument, prefab.FilePath);
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}
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public static string GetFolder(XDocument doc, string filePath)
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{
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var folder = doc.Root?.Element("animations")?.GetAttributeString("folder", string.Empty);
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if (string.IsNullOrEmpty(folder) || folder.Equals("default", StringComparison.OrdinalIgnoreCase))
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{
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folder = Path.Combine(Path.GetDirectoryName(filePath), "Animations");
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}
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return folder;
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}
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/// <summary>
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/// Selects a random filepath from multiple paths, matching the specified animation type.
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/// </summary>
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public static string GetRandomFilePath(IEnumerable<string> filePaths, AnimationType type)
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{
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return filePaths.GetRandom(f => AnimationPredicate(f, type), Rand.RandSync.Server);
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}
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/// <summary>
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/// Selects all file paths that match the specified animation type.
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/// </summary>
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public static IEnumerable<string> FilterFilesByType(IEnumerable<string> filePaths, AnimationType type)
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{
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return filePaths.Where(f => AnimationPredicate(f, type));
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}
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private static bool AnimationPredicate(string filePath, AnimationType type)
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{
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var doc = XMLExtensions.TryLoadXml(filePath);
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if (doc == null) { return false; }
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var typeString = doc.Root.GetAttributeString("animationtype", null);
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if (string.IsNullOrWhiteSpace(typeString))
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{
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typeString = doc.Root.GetAttributeString("AnimationType", "NotDefined");
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}
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return Enum.TryParse(typeString, out AnimationType fileType) && fileType == type;
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}
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public static T GetDefaultAnimParams<T>(string speciesName, AnimationType animType) where T : AnimationParams, new() => GetAnimParams<T>(speciesName, animType, GetDefaultFileName(speciesName, animType));
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/// <summary>
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/// If the file name is left null, default file is selected. If fails, will select the default file. Note: Use the filename without the extensions, don't use the full path!
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/// If a custom folder is used, it's defined in the character info file.
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/// </summary>
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public static T GetAnimParams<T>(string speciesName, AnimationType animType, string fileName = null) where T : AnimationParams, new()
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{
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if (!allAnimations.TryGetValue(speciesName, out Dictionary<string, AnimationParams> anims))
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{
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anims = new Dictionary<string, AnimationParams>();
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allAnimations.Add(speciesName, anims);
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}
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if (fileName == null || !anims.TryGetValue(fileName, out AnimationParams anim))
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{
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string selectedFile = null;
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string folder = GetFolder(speciesName);
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if (Directory.Exists(folder))
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{
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var files = Directory.GetFiles(folder);
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if (files.None())
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{
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DebugConsole.ThrowError($"[AnimationParams] Could not find any animation files from the folder: {folder}. Using the default animation.");
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selectedFile = GetDefaultFile(speciesName, animType);
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}
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var filteredFiles = FilterFilesByType(files, animType);
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if (filteredFiles.None())
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{
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DebugConsole.ThrowError($"[AnimationParams] Could not find any animation files that match the animation type {animType} from the folder: {folder}. Using the default animation.");
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selectedFile = GetDefaultFile(speciesName, animType);
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}
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else if (string.IsNullOrEmpty(fileName))
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{
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// Files found, but none specified.
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selectedFile = GetDefaultFile(speciesName, animType);
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}
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else
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{
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selectedFile = filteredFiles.FirstOrDefault(f => Path.GetFileNameWithoutExtension(f).Equals(fileName, StringComparison.OrdinalIgnoreCase));
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if (selectedFile == null)
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{
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DebugConsole.ThrowError($"[AnimationParams] Could not find an animation file that matches the name {fileName} and the animation type {animType}. Using the default animations.");
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selectedFile = GetDefaultFile(speciesName, animType);
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}
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}
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}
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else
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{
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DebugConsole.ThrowError($"[Animationparams] Invalid directory: {folder}. Using the default animation.");
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selectedFile = GetDefaultFile(speciesName, animType);
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}
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if (selectedFile == null)
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{
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throw new Exception("[AnimationParams] Selected file null!");
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}
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DebugConsole.Log($"[AnimationParams] Loading animations from {selectedFile}.");
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T a = new T();
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if (a.Load(selectedFile, speciesName))
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{
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fileName = Path.GetFileNameWithoutExtension(selectedFile);
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if (!anims.ContainsKey(fileName))
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{
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anims.Add(fileName, a);
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}
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}
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else
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{
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DebugConsole.ThrowError($"[AnimationParams] Failed to load an animation {a} at {selectedFile} of type {animType} for the character {speciesName}");
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}
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return a;
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}
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return (T)anim;
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}
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public static void ClearCache() => allAnimations.Clear();
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public static AnimationParams Create(string fullPath, string speciesName, AnimationType animationType, Type type)
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{
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if (type == typeof(HumanWalkParams))
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{
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return Create<HumanWalkParams>(fullPath, speciesName, animationType);
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}
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if (type == typeof(HumanRunParams))
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{
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return Create<HumanRunParams>(fullPath, speciesName, animationType);
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}
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if (type == typeof(HumanSwimSlowParams))
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{
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return Create<HumanSwimSlowParams>(fullPath, speciesName, animationType);
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}
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if (type == typeof(HumanSwimFastParams))
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{
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return Create<HumanSwimFastParams>(fullPath, speciesName, animationType);
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}
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if (type == typeof(FishWalkParams))
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{
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return Create<FishWalkParams>(fullPath, speciesName, animationType);
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}
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if (type == typeof(FishRunParams))
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{
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return Create<FishRunParams>(fullPath, speciesName, animationType);
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}
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if (type == typeof(FishSwimSlowParams))
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{
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return Create<FishSwimSlowParams>(fullPath, speciesName, animationType);
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}
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if (type == typeof(FishSwimFastParams))
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{
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return Create<FishSwimFastParams>(fullPath, speciesName, animationType);
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}
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throw new NotImplementedException(type.ToString());
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}
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/// <summary>
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/// Note: Overrides old animations, if found!
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/// </summary>
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public static T Create<T>(string fullPath, string speciesName, AnimationType animationType) where T : AnimationParams, new()
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{
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if (animationType == AnimationType.NotDefined)
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{
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throw new Exception("Cannot create an animation file of type " + animationType.ToString());
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}
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if (!allAnimations.TryGetValue(speciesName, out Dictionary<string, AnimationParams> anims))
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{
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anims = new Dictionary<string, AnimationParams>();
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allAnimations.Add(speciesName, anims);
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}
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var fileName = Path.GetFileNameWithoutExtension(fullPath);
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if (anims.ContainsKey(fileName))
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{
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DebugConsole.NewMessage($"[AnimationParams] Removing the old animation of type {animationType}.", Color.Red);
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anims.Remove(fileName);
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}
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var instance = new T();
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XElement animationElement = new XElement(GetDefaultFileName(speciesName, animationType), new XAttribute("animationtype", animationType.ToString()));
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instance.doc = new XDocument(animationElement);
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instance.UpdatePath(fullPath);
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instance.IsLoaded = instance.Deserialize(animationElement);
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instance.Save();
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instance.Load(fullPath, speciesName);
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anims.Add(fileName, instance);
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DebugConsole.NewMessage($"[AnimationParams] New animation file of type {animationType} created.", Color.GhostWhite);
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return instance as T;
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}
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public bool Serialize() => base.Serialize();
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public bool Deserialize() => base.Deserialize();
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protected bool Load(string file, string speciesName)
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{
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if (Load(file))
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{
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SpeciesName = speciesName;
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return true;
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}
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return false;
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}
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protected override void UpdatePath(string newPath)
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{
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if (SpeciesName == null)
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{
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base.UpdatePath(newPath);
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}
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else
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{
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// Update the key by removing and re-adding the animation.
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if (allAnimations.TryGetValue(SpeciesName, out Dictionary<string, AnimationParams> animations))
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{
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animations.Remove(Name);
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}
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base.UpdatePath(newPath);
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if (animations != null)
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{
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if (!animations.ContainsKey(Name))
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{
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animations.Add(Name, this);
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}
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}
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}
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}
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protected static string ParseFootAngles(Dictionary<int, float> footAngles)
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{
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//convert to the format "id1:angle,id2:angle,id3:angle"
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return string.Join(",", footAngles.Select(kv => kv.Key + ": " + kv.Value.ToString("G", CultureInfo.InvariantCulture)).ToArray());
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}
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protected static void SetFootAngles(Dictionary<int, float> footAngles, string value)
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{
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footAngles.Clear();
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if (string.IsNullOrEmpty(value))
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{
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return;
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}
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string[] keyValuePairs = value.Split(',');
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foreach (string joinedKvp in keyValuePairs)
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{
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string[] keyValuePair = joinedKvp.Split(':');
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if (keyValuePair.Length != 2 ||
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!int.TryParse(keyValuePair[0].Trim(), out int limbIndex) ||
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!float.TryParse(keyValuePair[1].Trim(), NumberStyles.Float, CultureInfo.InvariantCulture, out float angle))
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{
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DebugConsole.ThrowError("Failed to parse foot angles (" + value + ")");
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continue;
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}
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footAngles[limbIndex] = angle;
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}
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}
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public static Type GetParamTypeFromAnimType(AnimationType type, bool isHumanoid)
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{
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if (isHumanoid)
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{
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switch (type)
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{
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case AnimationType.Walk:
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return typeof(HumanWalkParams);
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case AnimationType.Run:
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return typeof(HumanRunParams);
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case AnimationType.SwimSlow:
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return typeof(HumanSwimSlowParams);
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case AnimationType.SwimFast:
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return typeof(HumanSwimFastParams);
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default:
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throw new NotImplementedException(type.ToString());
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}
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}
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else
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{
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switch (type)
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{
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case AnimationType.Walk:
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return typeof(FishWalkParams);
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case AnimationType.Run:
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return typeof(FishRunParams);
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case AnimationType.SwimSlow:
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return typeof(FishSwimSlowParams);
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case AnimationType.SwimFast:
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return typeof(FishSwimFastParams);
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default:
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throw new NotImplementedException(type.ToString());
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}
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}
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}
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#region Memento
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public Memento<AnimationParams> Memento { get; protected set; } = new Memento<AnimationParams>();
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public abstract void StoreSnapshot();
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protected void StoreSnapshot<T>() where T : AnimationParams, new()
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{
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if (doc == null)
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{
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DebugConsole.ThrowError("[AnimationParams] The source XML Document is null!");
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return;
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}
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Serialize();
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var copy = new T
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{
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IsLoaded = true,
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doc = new XDocument(doc)
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};
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copy.Deserialize();
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copy.Serialize();
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Memento.Store(copy);
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}
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public void Undo() => Deserialize(Memento.Undo().MainElement);
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public void Redo() => Deserialize(Memento.Redo().MainElement);
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public void ClearHistory() => Memento.Clear();
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#endregion
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}
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}
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+218
@@ -0,0 +1,218 @@
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using Microsoft.Xna.Framework;
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using System.Collections.Generic;
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namespace Barotrauma
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{
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class FishWalkParams : FishGroundedParams
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{
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public static FishWalkParams GetDefaultAnimParams(Character character)
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{
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return Check(character) ? GetDefaultAnimParams<FishWalkParams>(character.SpeciesName, AnimationType.Walk) : Empty;
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||||
}
|
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public static FishWalkParams GetAnimParams(Character character, string fileName = null)
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{
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return Check(character) ? GetAnimParams<FishWalkParams>(character.SpeciesName, AnimationType.Walk, fileName) : Empty;
|
||||
}
|
||||
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protected static FishWalkParams Empty = new FishWalkParams();
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public override void StoreSnapshot() => StoreSnapshot<FishWalkParams>();
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}
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class FishRunParams : FishGroundedParams
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{
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public static FishRunParams GetDefaultAnimParams(Character character)
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||||
{
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||||
return Check(character) ? GetDefaultAnimParams<FishRunParams>(character.SpeciesName, AnimationType.Run) : Empty;
|
||||
}
|
||||
public static FishRunParams GetAnimParams(Character character, string fileName = null)
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||||
{
|
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return Check(character) ? GetAnimParams<FishRunParams>(character.SpeciesName, AnimationType.Run, fileName) : Empty;
|
||||
}
|
||||
|
||||
protected static FishRunParams Empty = new FishRunParams();
|
||||
|
||||
public override void StoreSnapshot() => StoreSnapshot<FishRunParams>();
|
||||
}
|
||||
|
||||
class FishSwimFastParams : FishSwimParams
|
||||
{
|
||||
public static FishSwimFastParams GetDefaultAnimParams(Character character) => GetDefaultAnimParams<FishSwimFastParams>(character.SpeciesName, AnimationType.SwimFast);
|
||||
public static FishSwimFastParams GetAnimParams(Character character, string fileName = null)
|
||||
{
|
||||
return GetAnimParams<FishSwimFastParams>(character.SpeciesName, AnimationType.SwimFast, fileName);
|
||||
}
|
||||
|
||||
public override void StoreSnapshot() => StoreSnapshot<FishSwimFastParams>();
|
||||
}
|
||||
|
||||
class FishSwimSlowParams : FishSwimParams
|
||||
{
|
||||
public static FishSwimSlowParams GetDefaultAnimParams(Character character) => GetDefaultAnimParams<FishSwimSlowParams>(character.SpeciesName, AnimationType.SwimSlow);
|
||||
public static FishSwimSlowParams GetAnimParams(Character character, string fileName = null)
|
||||
{
|
||||
return GetAnimParams<FishSwimSlowParams>(character.SpeciesName, AnimationType.SwimSlow, fileName);
|
||||
}
|
||||
|
||||
public override void StoreSnapshot() => StoreSnapshot<FishSwimSlowParams>();
|
||||
}
|
||||
|
||||
abstract class FishGroundedParams : GroundedMovementParams, IFishAnimation
|
||||
{
|
||||
protected static bool Check(Character character)
|
||||
{
|
||||
if (!character.AnimController.CanWalk)
|
||||
{
|
||||
DebugConsole.ThrowError($"{character.SpeciesName} cannot use run animations!");
|
||||
return false;
|
||||
}
|
||||
return true;
|
||||
}
|
||||
|
||||
[Editable, Serialize(true, true, description: "Should the character be flipped depending on which direction it faces. Should usually be enabled on all characters that have distinctive upper and lower sides.")]
|
||||
public bool Flip { get; set; }
|
||||
|
||||
[Serialize(10.0f, true, description: "How much force is used to move the head to the correct position."), Editable(MinValueFloat = 0, MaxValueFloat = 100)]
|
||||
public float HeadMoveForce { get; set; }
|
||||
|
||||
[Serialize(10.0f, true, description: "How much force is used to move the torso to the correct position."), Editable(MinValueFloat = 0, MaxValueFloat = 100)]
|
||||
public float TorsoMoveForce { get; set; }
|
||||
|
||||
[Serialize(8.0f, true, description: "How much force is used to move the feet to the correct position."), Editable(MinValueFloat = 0, MaxValueFloat = 100)]
|
||||
public float FootMoveForce { get; set; }
|
||||
|
||||
[Serialize(50.0f, true, description: "How much torque is used to rotate the head to the correct orientation."), Editable(MinValueFloat = 0, MaxValueFloat = 500)]
|
||||
public float HeadTorque { get; set; }
|
||||
|
||||
[Serialize(50.0f, true, description: "How much torque is used to rotate the torso to the correct orientation."), Editable(MinValueFloat = 0, MaxValueFloat = 500)]
|
||||
public float TorsoTorque { get; set; }
|
||||
|
||||
[Serialize(50.0f, true, description: "How much torque is used to rotate the tail to the correct orientation."), Editable(MinValueFloat = 0, MaxValueFloat = 500)]
|
||||
public float TailTorque { get; set; }
|
||||
|
||||
[Serialize(25.0f, true, description: "How much torque is used to rotate the feet to the correct orientation."), Editable(MinValueFloat = 0, MaxValueFloat = 500)]
|
||||
public float FootTorque { get; set; }
|
||||
|
||||
[Serialize(0.0f, true, description: "Optional torque that's constantly applied to legs."), Editable(MinValueFloat = 0, MaxValueFloat = 500)]
|
||||
public float LegTorque { get; set; }
|
||||
|
||||
/// <summary>
|
||||
/// The angle of the collider when standing (i.e. out of water).
|
||||
/// In degrees.
|
||||
/// </summary>
|
||||
[Serialize(0f, true, description: "The angle of the character's collider when standing."), Editable(MinValueFloat = -360, MaxValueFloat = 360)]
|
||||
public float ColliderStandAngle
|
||||
{
|
||||
get => MathHelper.ToDegrees(ColliderStandAngleInRadians);
|
||||
set => ColliderStandAngleInRadians = MathHelper.ToRadians(value);
|
||||
}
|
||||
public float ColliderStandAngleInRadians { get; private set; }
|
||||
|
||||
[Serialize(null, true), Editable]
|
||||
public string FootAngles
|
||||
{
|
||||
get => ParseFootAngles(FootAnglesInRadians);
|
||||
set => SetFootAngles(FootAnglesInRadians, value);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Key = limb id, value = angle in radians
|
||||
/// </summary>
|
||||
public Dictionary<int, float> FootAnglesInRadians { get; set; } = new Dictionary<int, float>();
|
||||
|
||||
/// <summary>
|
||||
/// In degrees.
|
||||
/// </summary>
|
||||
[Serialize(float.NaN, true), Editable(-360f, 360f)]
|
||||
public float TailAngle
|
||||
{
|
||||
get => float.IsNaN(TailAngleInRadians) ? float.NaN : MathHelper.ToDegrees(TailAngleInRadians);
|
||||
set
|
||||
{
|
||||
if (!float.IsNaN(value))
|
||||
{
|
||||
TailAngleInRadians = MathHelper.ToRadians(value);
|
||||
}
|
||||
}
|
||||
}
|
||||
public float TailAngleInRadians { get; private set; } = float.NaN;
|
||||
}
|
||||
|
||||
abstract class FishSwimParams : SwimParams, IFishAnimation
|
||||
{
|
||||
[Serialize(false, true, description: "Instead of linear movement (default), use a wave-like movement. Note: WaveAmplitude and WaveLength don't have any effect on this. It's synced with the movement speed."), Editable]
|
||||
public bool UseSineMovement { get; set; }
|
||||
|
||||
[Editable, Serialize(true, true, description: "Should the character be flipped depending on which direction it faces. Should usually be enabled on all characters that have distinctive upper and lower sides.")]
|
||||
public bool Flip { get; set; }
|
||||
|
||||
[Editable, Serialize(true, true, description: "If enabled, the character will simply be mirrored horizontally when it wants to turn around. If disabled, it will rotate itself to face the other direction.")]
|
||||
public bool Mirror { get; set; }
|
||||
|
||||
[Serialize(5f, true), Editable]
|
||||
public float WaveAmplitude { get; set; }
|
||||
|
||||
[Serialize(10.0f, true), Editable]
|
||||
public float WaveLength { get; set; }
|
||||
|
||||
[Editable, Serialize(true, true, description: "Should the character face towards the direction it's heading.")]
|
||||
public bool RotateTowardsMovement { get; set; }
|
||||
|
||||
[Serialize(25.0f, true, description: "How much torque is used to rotate the torso to the correct orientation."), Editable(MinValueFloat = 0, MaxValueFloat = 500)]
|
||||
public float TorsoTorque { get; set; }
|
||||
|
||||
[Serialize(25.0f, true, description: "How much torque is used to rotate the head to the correct orientation."), Editable(MinValueFloat = 0, MaxValueFloat = 500)]
|
||||
public float HeadTorque { get; set; }
|
||||
|
||||
[Serialize(50.0f, true, description: "How much torque is used to rotate the tail to the correct orientation."), Editable(MinValueFloat = 0, MaxValueFloat = 500)]
|
||||
public float TailTorque { get; set; }
|
||||
|
||||
[Serialize(1f, true, description: "Multiplier applied based on the angle difference between the tail and the main limb. Increasing the value prevents snake-like characters from getting tangled on themselves. Default = 1 (no boost)"), Editable(MinValueFloat = 1, MaxValueFloat = 100)]
|
||||
public float TailTorqueMultiplier { get; set; }
|
||||
|
||||
[Serialize(25.0f, true, description: "How much torque is used to rotate the feet to the correct orientation."), Editable(MinValueFloat = 0, MaxValueFloat = 500)]
|
||||
public float FootTorque { get; set; }
|
||||
|
||||
[Serialize(null, true), Editable]
|
||||
public string FootAngles
|
||||
{
|
||||
get => ParseFootAngles(FootAnglesInRadians);
|
||||
set => SetFootAngles(FootAnglesInRadians, value);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Key = limb id, value = angle in radians
|
||||
/// </summary>
|
||||
public Dictionary<int, float> FootAnglesInRadians { get; set; } = new Dictionary<int, float>();
|
||||
|
||||
/// <summary>
|
||||
/// In degrees.
|
||||
/// </summary>
|
||||
[Serialize(float.NaN, true), Editable(-360f, 360f)]
|
||||
public float TailAngle
|
||||
{
|
||||
get => float.IsNaN(TailAngleInRadians) ? float.NaN : MathHelper.ToDegrees(TailAngleInRadians);
|
||||
set
|
||||
{
|
||||
if (!float.IsNaN(value))
|
||||
{
|
||||
TailAngleInRadians = MathHelper.ToRadians(value);
|
||||
}
|
||||
}
|
||||
}
|
||||
public float TailAngleInRadians { get; private set; } = float.NaN;
|
||||
}
|
||||
|
||||
interface IFishAnimation
|
||||
{
|
||||
bool Flip { get; set; }
|
||||
string FootAngles { get; set; }
|
||||
Dictionary<int, float> FootAnglesInRadians { get; set; }
|
||||
float TailAngle { get; set; }
|
||||
float TailAngleInRadians { get; }
|
||||
float HeadTorque { get; set; }
|
||||
float TorsoTorque { get; set; }
|
||||
float TailTorque { get; set; }
|
||||
float FootTorque { get; set; }
|
||||
}
|
||||
}
|
||||
+169
@@ -0,0 +1,169 @@
|
||||
using Microsoft.Xna.Framework;
|
||||
|
||||
namespace Barotrauma
|
||||
{
|
||||
class HumanWalkParams : HumanGroundedParams
|
||||
{
|
||||
public static HumanWalkParams GetDefaultAnimParams(Character character) => GetDefaultAnimParams<HumanWalkParams>(character.SpeciesName, AnimationType.Walk);
|
||||
public static HumanWalkParams GetAnimParams(Character character, string fileName = null)
|
||||
{
|
||||
return GetAnimParams<HumanWalkParams>(character.SpeciesName, AnimationType.Walk, fileName);
|
||||
}
|
||||
|
||||
public override void StoreSnapshot() => StoreSnapshot<HumanWalkParams>();
|
||||
}
|
||||
|
||||
class HumanRunParams : HumanGroundedParams
|
||||
{
|
||||
public static HumanRunParams GetDefaultAnimParams(Character character) => GetDefaultAnimParams<HumanRunParams>(character.SpeciesName, AnimationType.Run);
|
||||
public static HumanRunParams GetAnimParams(Character character, string fileName = null)
|
||||
{
|
||||
return GetAnimParams<HumanRunParams>(character.SpeciesName, AnimationType.Run, fileName);
|
||||
}
|
||||
|
||||
public override void StoreSnapshot() => StoreSnapshot<HumanRunParams>();
|
||||
}
|
||||
|
||||
class HumanSwimFastParams: HumanSwimParams
|
||||
{
|
||||
public static HumanSwimFastParams GetDefaultAnimParams(Character character) => GetDefaultAnimParams<HumanSwimFastParams>(character.SpeciesName, AnimationType.SwimFast);
|
||||
public static HumanSwimFastParams GetAnimParams(Character character, string fileName = null)
|
||||
{
|
||||
return GetAnimParams<HumanSwimFastParams>(character.SpeciesName, AnimationType.SwimFast, fileName);
|
||||
}
|
||||
|
||||
|
||||
public override void StoreSnapshot() => StoreSnapshot<HumanSwimFastParams>();
|
||||
}
|
||||
|
||||
class HumanSwimSlowParams : HumanSwimParams
|
||||
{
|
||||
public static HumanSwimSlowParams GetDefaultAnimParams(Character character) => GetDefaultAnimParams<HumanSwimSlowParams>(character.SpeciesName, AnimationType.SwimSlow);
|
||||
public static HumanSwimSlowParams GetAnimParams(Character character, string fileName = null)
|
||||
{
|
||||
return GetAnimParams<HumanSwimSlowParams>(character.SpeciesName, AnimationType.SwimSlow, fileName);
|
||||
}
|
||||
|
||||
public override void StoreSnapshot() => StoreSnapshot<HumanSwimSlowParams>();
|
||||
}
|
||||
|
||||
abstract class HumanSwimParams : SwimParams, IHumanAnimation
|
||||
{
|
||||
[Serialize(0.5f, true), Editable(DecimalCount = 2)]
|
||||
public float LegMoveAmount { get; set; }
|
||||
|
||||
[Serialize(5.0f, true), Editable]
|
||||
public float LegCycleLength { get; set; }
|
||||
|
||||
[Serialize("0.5, 0.1", true), Editable(DecimalCount = 2)]
|
||||
public Vector2 HandMoveAmount { get; set; }
|
||||
|
||||
[Serialize(0.5f, true), Editable(MinValueFloat = 0, MaxValueFloat = 10, DecimalCount = 2)]
|
||||
public float HandMoveStrength { get; set; }
|
||||
|
||||
[Serialize(5.0f, true), Editable]
|
||||
public float HandCycleSpeed { get; set; }
|
||||
|
||||
[Serialize("0.0, 0.0", true), Editable(DecimalCount = 2)]
|
||||
public Vector2 HandMoveOffset { get; set; }
|
||||
|
||||
/// <summary>
|
||||
/// In degrees.
|
||||
/// </summary>
|
||||
[Serialize(0.0f, true), Editable(-360f, 360f)]
|
||||
public float FootAngle
|
||||
{
|
||||
get => MathHelper.ToDegrees(FootAngleInRadians);
|
||||
set
|
||||
{
|
||||
FootAngleInRadians = MathHelper.ToRadians(value);
|
||||
}
|
||||
}
|
||||
public float FootAngleInRadians { get; private set; }
|
||||
|
||||
[Serialize(25.0f, true, description: "How much torque is used to rotate the feet to the correct orientation."), Editable(MinValueFloat = 0, MaxValueFloat = 100)]
|
||||
public float FootRotateStrength { get; set; }
|
||||
}
|
||||
|
||||
abstract class HumanGroundedParams : GroundedMovementParams, IHumanAnimation
|
||||
{
|
||||
[Serialize(0.3f, true, description: "How much force is used to force the character upright."), Editable(MinValueFloat = 0, MaxValueFloat = 1, DecimalCount = 2)]
|
||||
public float GetUpForce { get; set; }
|
||||
|
||||
// -- TODO: use a separate clip for crawling -> replace these when implemented.
|
||||
|
||||
[Serialize(0.65f, true, description: "Height of the torso when crouching."), Editable(MinValueFloat = 0, MaxValueFloat = 5, DecimalCount = 2)]
|
||||
public float CrouchingTorsoPos { get; set; }
|
||||
|
||||
[Serialize(0.65f, true, description: "Height of the head when crouching."), Editable(MinValueFloat = 0, MaxValueFloat = 5, DecimalCount = 2)]
|
||||
public float CrouchingHeadPos { get; set; }
|
||||
|
||||
/// <summary>
|
||||
/// In degrees
|
||||
/// </summary>
|
||||
[Serialize(-10f, true, description: "Angle of the torso when crouching."), Editable(MinValueFloat = -360, MaxValueFloat = 360)]
|
||||
public float CrouchingTorsoAngle { get; set; }
|
||||
|
||||
/// <summary>
|
||||
/// In degrees
|
||||
/// </summary>
|
||||
[Serialize(-10f, true, description: "Angle of the head when crouching."), Editable(MinValueFloat = -360, MaxValueFloat = 360)]
|
||||
public float CrouchingHeadAngle { get; set; }
|
||||
|
||||
// --
|
||||
|
||||
[Serialize(0.25f, true, description: "How much the character's head leans forwards when moving."), Editable(DecimalCount = 2)]
|
||||
public float HeadLeanAmount { get; set; }
|
||||
|
||||
[Serialize(0.25f, true, description: "How much the character's torso leans forwards when moving."), Editable(DecimalCount = 2)]
|
||||
public float TorsoLeanAmount { get; set; }
|
||||
|
||||
[Serialize(15.0f, true, description: "How much force is used to move the feet to the correct position."), Editable(MinValueFloat = 0, MaxValueFloat = 100)]
|
||||
public float FootMoveStrength { get; set; }
|
||||
|
||||
/// <summary>
|
||||
/// In degrees.
|
||||
/// </summary>
|
||||
[Serialize(0.0f, true), Editable(-360f, 360f)]
|
||||
public float FootAngle
|
||||
{
|
||||
get => MathHelper.ToDegrees(FootAngleInRadians);
|
||||
set
|
||||
{
|
||||
FootAngleInRadians = MathHelper.ToRadians(value);
|
||||
}
|
||||
}
|
||||
public float FootAngleInRadians { get; private set; }
|
||||
|
||||
[Serialize(20.0f, true, description: "How much torque is used to rotate the feet to the correct orientation."), Editable(MinValueFloat = 0, MaxValueFloat = 100)]
|
||||
public float FootRotateStrength { get; set; }
|
||||
|
||||
[Serialize("0.0, 0.0", true, description: "Added to the calculated foot positions, e.g. a value of {-1.0, 0.0f} would make the character \"drag\" their feet one unit behind them."), Editable(DecimalCount = 2)]
|
||||
public Vector2 FootMoveOffset { get; set; }
|
||||
|
||||
[Serialize("0.0, 0.0", true, description: "Added to the calculated foot positions, e.g. a value of {-1.0, 0.0f} would make the character \"drag\" their feet one unit behind them."), Editable(DecimalCount = 2)]
|
||||
public Vector2 CrouchingFootMoveOffset { get; set; }
|
||||
|
||||
[Serialize(10.0f, true, description: "How much torque is used to bend the characters legs when taking a step."), Editable(MinValueFloat = 0, MaxValueFloat = 100)]
|
||||
public float LegBendTorque { get; set; }
|
||||
|
||||
[Serialize("0.4, 0.15", true, description: "How much the hands move along each axis."), Editable(DecimalCount = 2)]
|
||||
public Vector2 HandMoveAmount { get; set; }
|
||||
|
||||
[Serialize("-0.15, 0.0", true, description: "Added to the calculated hand positions, e.g. a value of {-1.0, 0.0f} would make the character \"drag\" their hands one unit behind them."), Editable(DecimalCount = 2)]
|
||||
public Vector2 HandMoveOffset { get; set; }
|
||||
|
||||
[Serialize(0.7f, true, description: "How much force is used to move the hands."), Editable(MinValueFloat = 0, MaxValueFloat = 2, DecimalCount = 2)]
|
||||
public float HandMoveStrength { get; set; }
|
||||
|
||||
[Serialize(-1.0f, true, description: "The position of the hands is clamped below this (relative to the position of the character's torso)."), Editable(DecimalCount = 2)]
|
||||
public float HandClampY { get; set; }
|
||||
}
|
||||
|
||||
public interface IHumanAnimation
|
||||
{
|
||||
float FootAngle { get; set; }
|
||||
float FootAngleInRadians { get; }
|
||||
float FootRotateStrength { get; set; }
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,632 @@
|
||||
using Microsoft.Xna.Framework;
|
||||
using System;
|
||||
using System.Collections.Generic;
|
||||
using System.Xml.Linq;
|
||||
using System.Xml;
|
||||
using System.Linq;
|
||||
using Barotrauma.Extensions;
|
||||
#if CLIENT
|
||||
using SoundType = Barotrauma.CharacterSound.SoundType;
|
||||
#endif
|
||||
|
||||
namespace Barotrauma
|
||||
{
|
||||
/// <summary>
|
||||
/// Contains character data that should be editable in the character editor.
|
||||
/// </summary>
|
||||
class CharacterParams : EditableParams
|
||||
{
|
||||
[Serialize("", true), Editable]
|
||||
public string SpeciesName { get; private set; }
|
||||
|
||||
[Serialize("", true, description: "If the display name is not defined, the game first tries to find the translated name. If that is not found, the species name will be used."), Editable]
|
||||
public string DisplayName { get; private set; }
|
||||
|
||||
[Serialize("", true, description: "If defined, different species of the same group are considered like the characters of the same species by the AI."), Editable]
|
||||
public string Group { get; private set; }
|
||||
|
||||
[Serialize(false, true), Editable]
|
||||
public bool Humanoid { get; private set; }
|
||||
|
||||
[Serialize(false, true), Editable]
|
||||
public bool Husk { get; private set; }
|
||||
|
||||
[Serialize(false, true), Editable]
|
||||
public bool NeedsAir { get; set; }
|
||||
|
||||
[Serialize(false, true), Editable]
|
||||
public bool CanSpeak { get; set; }
|
||||
|
||||
[Serialize(100f, true, description: "How much noise the character makes when moving?"), Editable(minValue: 0f, maxValue: 1000f)]
|
||||
public float Noise { get; set; }
|
||||
|
||||
[Serialize(100f, true, description: "How visible the character is?"), Editable(minValue: 0f, maxValue: 1000f)]
|
||||
public float Visibility { get; set; }
|
||||
|
||||
[Serialize("blood", true), Editable]
|
||||
public string BloodDecal { get; private set; }
|
||||
|
||||
[Serialize(10f, true, description: "How effectively/easily the character eats other characters. Affects the forces, the amount of particles, and the time required before the target is eaten away"), Editable(MinValueFloat = 1, MaxValueFloat = 1000, ValueStep = 1)]
|
||||
public float EatingSpeed { get; set; }
|
||||
|
||||
[Serialize(1f, true, "Decreases the intensive path finding call frequency. Set to a lower value for insignificant creatures to improve performance."), Editable(minValue: 0f, maxValue: 1f)]
|
||||
public float PathFinderPriority { get; set; }
|
||||
|
||||
public readonly string File;
|
||||
|
||||
public readonly List<SubParam> SubParams = new List<SubParam>();
|
||||
public readonly List<SoundParams> Sounds = new List<SoundParams>();
|
||||
public readonly List<ParticleParams> BloodEmitters = new List<ParticleParams>();
|
||||
public readonly List<ParticleParams> GibEmitters = new List<ParticleParams>();
|
||||
public readonly List<ParticleParams> DamageEmitters = new List<ParticleParams>();
|
||||
public readonly List<InventoryParams> Inventories = new List<InventoryParams>();
|
||||
public HealthParams Health { get; private set; }
|
||||
public AIParams AI { get; private set; }
|
||||
|
||||
public CharacterParams(string file)
|
||||
{
|
||||
File = file;
|
||||
Load();
|
||||
}
|
||||
|
||||
protected override string GetName() => "Character Config File";
|
||||
|
||||
public override XElement MainElement => doc.Root.IsOverride() ? doc.Root.FirstElement() : doc.Root;
|
||||
|
||||
public bool Load()
|
||||
{
|
||||
bool success = base.Load(File);
|
||||
if (string.IsNullOrEmpty(SpeciesName) && MainElement != null)
|
||||
{
|
||||
//backwards compatibility
|
||||
SpeciesName = MainElement.GetAttributeString("name", "");
|
||||
}
|
||||
CreateSubParams();
|
||||
return success;
|
||||
}
|
||||
|
||||
public bool Save(string fileNameWithoutExtension = null)
|
||||
{
|
||||
Serialize();
|
||||
return base.Save(fileNameWithoutExtension, new XmlWriterSettings
|
||||
{
|
||||
Indent = true,
|
||||
OmitXmlDeclaration = true,
|
||||
NewLineOnAttributes = false
|
||||
});
|
||||
}
|
||||
|
||||
public override bool Reset(bool forceReload = false)
|
||||
{
|
||||
if (forceReload)
|
||||
{
|
||||
return Load();
|
||||
}
|
||||
Deserialize(OriginalElement, alsoChildren: true);
|
||||
SubParams.ForEach(sp => sp.Reset());
|
||||
return true;
|
||||
}
|
||||
|
||||
public bool CompareGroup(string group) => !string.IsNullOrWhiteSpace(group) && !string.IsNullOrWhiteSpace(Group) && group.Equals(Group, StringComparison.OrdinalIgnoreCase);
|
||||
|
||||
protected void CreateSubParams()
|
||||
{
|
||||
SubParams.Clear();
|
||||
var health = MainElement.GetChildElement("health");
|
||||
if (health != null)
|
||||
{
|
||||
Health = new HealthParams(health, this);
|
||||
SubParams.Add(Health);
|
||||
}
|
||||
// TODO: support for multiple ai elements?
|
||||
var ai = MainElement.GetChildElement("ai");
|
||||
if (ai != null)
|
||||
{
|
||||
AI = new AIParams(ai, this);
|
||||
SubParams.Add(AI);
|
||||
}
|
||||
foreach (var element in MainElement.GetChildElements("bloodemitter"))
|
||||
{
|
||||
var emitter = new ParticleParams(element, this);
|
||||
BloodEmitters.Add(emitter);
|
||||
SubParams.Add(emitter);
|
||||
}
|
||||
foreach (var element in MainElement.GetChildElements("gibemitter"))
|
||||
{
|
||||
var emitter = new ParticleParams(element, this);
|
||||
GibEmitters.Add(emitter);
|
||||
SubParams.Add(emitter);
|
||||
}
|
||||
foreach (var element in MainElement.GetChildElements("damageemitter"))
|
||||
{
|
||||
var emitter = new ParticleParams(element, this);
|
||||
GibEmitters.Add(emitter);
|
||||
SubParams.Add(emitter);
|
||||
}
|
||||
foreach (var soundElement in MainElement.GetChildElements("sound"))
|
||||
{
|
||||
var sound = new SoundParams(soundElement, this);
|
||||
Sounds.Add(sound);
|
||||
SubParams.Add(sound);
|
||||
}
|
||||
foreach (var inventoryElement in MainElement.GetChildElements("inventory"))
|
||||
{
|
||||
var inventory = new InventoryParams(inventoryElement, this);
|
||||
Inventories.Add(inventory);
|
||||
SubParams.Add(inventory);
|
||||
}
|
||||
}
|
||||
|
||||
public bool Deserialize(XElement element = null, bool alsoChildren = true, bool recursive = true)
|
||||
{
|
||||
if (base.Deserialize(element))
|
||||
{
|
||||
//backwards compatibility
|
||||
if (string.IsNullOrEmpty(SpeciesName))
|
||||
{
|
||||
SpeciesName = element.GetAttributeString("name", "[NAME NOT GIVEN]");
|
||||
}
|
||||
if (alsoChildren)
|
||||
{
|
||||
SubParams.ForEach(p => p.Deserialize(recursive));
|
||||
}
|
||||
return true;
|
||||
}
|
||||
return false;
|
||||
}
|
||||
|
||||
public bool Serialize(XElement element = null, bool alsoChildren = true, bool recursive = true)
|
||||
{
|
||||
if (base.Serialize(element))
|
||||
{
|
||||
if (alsoChildren)
|
||||
{
|
||||
SubParams.ForEach(p => p.Serialize(recursive));
|
||||
}
|
||||
return true;
|
||||
}
|
||||
return false;
|
||||
}
|
||||
|
||||
#if CLIENT
|
||||
public void AddToEditor(ParamsEditor editor, bool alsoChildren = true, bool recursive = true, int space = 0)
|
||||
{
|
||||
base.AddToEditor(editor);
|
||||
if (alsoChildren)
|
||||
{
|
||||
SubParams.ForEach(s => s.AddToEditor(editor, recursive));
|
||||
}
|
||||
if (space > 0)
|
||||
{
|
||||
new GUIFrame(new RectTransform(new Point(editor.EditorBox.Rect.Width, (int)(space * GUI.yScale)), editor.EditorBox.Content.RectTransform), style: null, color: ParamsEditor.Color)
|
||||
{
|
||||
CanBeFocused = false
|
||||
};
|
||||
}
|
||||
}
|
||||
#endif
|
||||
|
||||
public bool AddSound() => TryAddSubParam(new XElement("sound"), (e, c) => new SoundParams(e, c), out _, Sounds);
|
||||
|
||||
public void AddInventory() => TryAddSubParam(new XElement("inventory", new XElement("item")), (e, c) => new InventoryParams(e, c), out _, Inventories);
|
||||
|
||||
public void AddBloodEmitter() => AddEmitter("bloodemitter");
|
||||
public void AddGibEmitter() => AddEmitter("gibemitter");
|
||||
public void AddDamageEmitter() => AddEmitter("damageemitter");
|
||||
|
||||
private void AddEmitter(string type)
|
||||
{
|
||||
switch (type)
|
||||
{
|
||||
case "gibemitter":
|
||||
TryAddSubParam(new XElement(type), (e, c) => new ParticleParams(e, c), out _, GibEmitters);
|
||||
break;
|
||||
case "bloodemitter":
|
||||
TryAddSubParam(new XElement(type), (e, c) => new ParticleParams(e, c), out _, BloodEmitters);
|
||||
break;
|
||||
case "damageemitter":
|
||||
TryAddSubParam(new XElement(type), (e, c) => new ParticleParams(e, c), out _, DamageEmitters);
|
||||
break;
|
||||
default: throw new NotImplementedException(type);
|
||||
}
|
||||
}
|
||||
|
||||
public bool RemoveSound(SoundParams soundParams) => RemoveSubParam(soundParams);
|
||||
public bool RemoveBloodEmitter(ParticleParams emitter) => RemoveSubParam(emitter, BloodEmitters);
|
||||
public bool RemoveGibEmitter(ParticleParams emitter) => RemoveSubParam(emitter, GibEmitters);
|
||||
public bool RemoveDamageEmitter(ParticleParams emitter) => RemoveSubParam(emitter, DamageEmitters);
|
||||
public bool RemoveInventory(InventoryParams inventory) => RemoveSubParam(inventory, Inventories);
|
||||
|
||||
protected bool RemoveSubParam<T>(T subParam, IList<T> collection = null) where T : SubParam
|
||||
{
|
||||
if (subParam == null || subParam.Element == null || subParam.Element.Parent == null) { return false; }
|
||||
if (collection != null && !collection.Contains(subParam)) { return false; }
|
||||
if (!SubParams.Contains(subParam)) { return false; }
|
||||
collection?.Remove(subParam);
|
||||
SubParams.Remove(subParam);
|
||||
subParam.Element.Remove();
|
||||
return true;
|
||||
}
|
||||
|
||||
protected bool TryAddSubParam<T>(XElement element, Func<XElement, CharacterParams, T> constructor, out T subParam, IList<T> collection = null, Func<IList<T>, bool> filter = null) where T : SubParam
|
||||
{
|
||||
subParam = constructor(element, this);
|
||||
if (collection != null && filter != null)
|
||||
{
|
||||
if (filter(collection)) { return false; }
|
||||
}
|
||||
MainElement.Add(element);
|
||||
SubParams.Add(subParam);
|
||||
collection?.Add(subParam);
|
||||
return subParam != null;
|
||||
}
|
||||
|
||||
#region Subparams
|
||||
public class SoundParams : SubParam
|
||||
{
|
||||
public override string Name => "Sound";
|
||||
|
||||
[Serialize("", true), Editable]
|
||||
public string File { get; private set; }
|
||||
|
||||
#if CLIENT
|
||||
[Serialize(SoundType.Idle, true), Editable]
|
||||
public SoundType State { get; private set; }
|
||||
#endif
|
||||
|
||||
[Serialize(1000f, true), Editable(minValue: 0f, maxValue: 10000f)]
|
||||
public float Range { get; private set; }
|
||||
|
||||
[Serialize(1.0f, true), Editable(minValue: 0f, maxValue: 2.0f)]
|
||||
public float Volume { get; private set; }
|
||||
|
||||
[Serialize(Gender.None, true, description: "Is the sound gender specific?"), Editable()]
|
||||
public Gender Gender { get; private set; }
|
||||
|
||||
public SoundParams(XElement element, CharacterParams character) : base(element, character) { }
|
||||
}
|
||||
|
||||
public class ParticleParams : SubParam
|
||||
{
|
||||
private string name;
|
||||
public override string Name
|
||||
{
|
||||
get
|
||||
{
|
||||
if (name == null && Element != null)
|
||||
{
|
||||
name = Element.Name.ToString().FormatCamelCaseWithSpaces();
|
||||
}
|
||||
return name;
|
||||
}
|
||||
}
|
||||
|
||||
[Serialize("", true), Editable]
|
||||
public string Particle { get; set; }
|
||||
|
||||
[Serialize(0f, true), Editable(-360f, 360f, decimals: 0)]
|
||||
public float AngleMin { get; private set; }
|
||||
|
||||
[Serialize(0f, true), Editable(-360f, 360f, decimals: 0)]
|
||||
public float AngleMax { get; private set; }
|
||||
|
||||
[Serialize(1.0f, true), Editable(0f, 100f, decimals: 2)]
|
||||
public float ScaleMin { get; private set; }
|
||||
|
||||
[Serialize(1.0f, true), Editable(0f, 100f, decimals: 2)]
|
||||
public float ScaleMax { get; private set; }
|
||||
|
||||
[Serialize(0f, true), Editable(0f, 10000f, decimals: 0)]
|
||||
public float VelocityMin { get; private set; }
|
||||
|
||||
[Serialize(0f, true), Editable(0f, 10000f, decimals: 0)]
|
||||
public float VelocityMax { get; private set; }
|
||||
|
||||
[Serialize(0f, true), Editable(0f, 100f, decimals: 2)]
|
||||
public float EmitInterval { get; private set; }
|
||||
|
||||
[Serialize(0, true), Editable(0, 1000)]
|
||||
public int ParticlesPerSecond { get; private set; }
|
||||
|
||||
[Serialize(0, true), Editable(0, 1000)]
|
||||
public int ParticleAmount { get; private set; }
|
||||
|
||||
[Serialize(false, true), Editable]
|
||||
public bool HighQualityCollisionDetection { get; private set; }
|
||||
|
||||
[Serialize(false, true), Editable]
|
||||
public bool CopyEntityAngle { get; private set; }
|
||||
|
||||
public ParticleParams(XElement element, CharacterParams character) : base(element, character) { }
|
||||
}
|
||||
|
||||
public class HealthParams : SubParam
|
||||
{
|
||||
public override string Name => "Health";
|
||||
|
||||
[Serialize(100f, true, description: "How much (max) health does the character have?"), Editable(minValue: 1, maxValue: 10000f)]
|
||||
public float Vitality { get; set; }
|
||||
|
||||
[Serialize(true, true), Editable]
|
||||
public bool DoesBleed { get; set; }
|
||||
|
||||
[Serialize(float.NegativeInfinity, true), Editable(minValue: float.NegativeInfinity, maxValue: 0)]
|
||||
public float CrushDepth { get; set; }
|
||||
|
||||
// Make editable?
|
||||
[Serialize(false, true)]
|
||||
public bool UseHealthWindow { get; set; }
|
||||
|
||||
[Serialize(0f, true, description: "How easily the character heals from the bleeding wounds. Default 0 (no extra healing)."), Editable(MinValueFloat = 0, MaxValueFloat = 10, DecimalCount = 2)]
|
||||
public float BleedingReduction { get; private set; }
|
||||
|
||||
[Serialize(0f, true, description: "How easily the character heals from the burn wounds. Default 0 (no extra healing)."), Editable(MinValueFloat = 0, MaxValueFloat = 10, DecimalCount = 2)]
|
||||
public float BurnReduction { get; private set; }
|
||||
|
||||
[Serialize(0f, true), Editable(MinValueFloat = 0, MaxValueFloat = 10, DecimalCount = 2)]
|
||||
public float ConstantHealthRegeneration { get; private set; }
|
||||
|
||||
[Serialize(0f, true), Editable(MinValueFloat = 0, MaxValueFloat = 10, DecimalCount = 2)]
|
||||
public float HealthRegenerationWhenEating { get; private set; }
|
||||
|
||||
// TODO: limbhealths, sprite?
|
||||
|
||||
public HealthParams(XElement element, CharacterParams character) : base(element, character) { }
|
||||
}
|
||||
|
||||
public class InventoryParams : SubParam
|
||||
{
|
||||
public class InventoryItem : SubParam
|
||||
{
|
||||
public override string Name => "Item";
|
||||
|
||||
[Serialize("", true, description: "Item identifier."), Editable()]
|
||||
public string Identifier { get; private set; }
|
||||
|
||||
public InventoryItem(XElement element, CharacterParams character) : base(element, character) { }
|
||||
}
|
||||
|
||||
public override string Name => "Inventory";
|
||||
|
||||
[Serialize("Any, Any", true, description: "Which slots the inventory holds? Accepted types: None, Any, RightHand, LeftHand, Head, InnerClothes, OuterClothes, Headset, and Card."), Editable()]
|
||||
public string Slots { get; private set; }
|
||||
|
||||
[Serialize(false, true), Editable]
|
||||
public bool AccessibleWhenAlive { get; private set; }
|
||||
|
||||
[Serialize(1.0f, true, description: "What are the odds that this inventory is spawned on the character?"), Editable(minValue: 0f, maxValue: 1.0f)]
|
||||
public float Commonness { get; private set; }
|
||||
|
||||
public List<InventoryItem> Items { get; private set; } = new List<InventoryItem>();
|
||||
|
||||
public InventoryParams(XElement element, CharacterParams character) : base(element, character)
|
||||
{
|
||||
foreach (var itemElement in element.GetChildElements("item"))
|
||||
{
|
||||
var item = new InventoryItem(itemElement, character);
|
||||
SubParams.Add(item);
|
||||
Items.Add(item);
|
||||
}
|
||||
}
|
||||
|
||||
public void AddItem(string identifier = null)
|
||||
{
|
||||
identifier = identifier ?? "";
|
||||
var element = new XElement("item", new XAttribute("identifier", identifier));
|
||||
Element.Add(element);
|
||||
var item = new InventoryItem(element, Character);
|
||||
SubParams.Add(item);
|
||||
Items.Add(item);
|
||||
}
|
||||
|
||||
public bool RemoveItem(InventoryItem item) => RemoveSubParam(item, Items);
|
||||
}
|
||||
|
||||
public class AIParams : SubParam
|
||||
{
|
||||
public override string Name => "AI";
|
||||
|
||||
[Serialize(1.0f, true, description: "How strong other characters think this character is? Only affects AI."), Editable()]
|
||||
public float CombatStrength { get; private set; }
|
||||
|
||||
[Serialize(1.0f, true, description: "Affects how far the character can see the targets. Used as a multiplier."), Editable(minValue: 0f, maxValue: 10f)]
|
||||
public float Sight { get; private set; }
|
||||
|
||||
[Serialize(1.0f, true, description: "Affects how far the character can hear the targets. Used as a multiplier."), Editable(minValue: 0f, maxValue: 10f)]
|
||||
public float Hearing { get; private set; }
|
||||
|
||||
[Serialize(100f, true, description: "How much the targeting priority increases each time the character takes damage. Works like the greed value, described above. The default value is 100."), Editable(minValue: -1000f, maxValue: 1000f)]
|
||||
public float AggressionHurt { get; private set; }
|
||||
|
||||
[Serialize(10f, true, description: "How much the targeting priority increases each time the character does damage to the target. The actual priority adjustment is calculated based on the damage percentage multiplied by the greed value. The default value is 10, which means the priority will increase by 1 every time the character does damage 10% of the target's current health. If the damage is 50%, then the priority increase is 5."), Editable(minValue: 0f, maxValue: 1000f)]
|
||||
public float AggressionGreed { get; private set; }
|
||||
|
||||
[Serialize(0f, true, description: "If the health drops below this threshold, the character flees. In percentages."), Editable(minValue: 0f, maxValue: 100f)]
|
||||
public float FleeHealthThreshold { get; private set; }
|
||||
|
||||
[Serialize(false, true, description: "Does the character attack when provoked? When enabled, overrides the predefined targeting state with Attack and increases the priority of it."), Editable()]
|
||||
public bool AttackWhenProvoked { get; private set; }
|
||||
|
||||
[Serialize(true, true, description: "The character will flee for a brief moment when being shot at if not performing an attack."), Editable]
|
||||
public bool AvoidGunfire { get; private set; }
|
||||
|
||||
[Serialize(false, true, description: "Does the character try to break inside the sub?"), Editable()]
|
||||
public bool AggressiveBoarding { get; private set; }
|
||||
|
||||
// TODO: latchonto, swarming
|
||||
|
||||
public IEnumerable<TargetParams> Targets => targets;
|
||||
protected readonly List<TargetParams> targets = new List<TargetParams>();
|
||||
|
||||
public AIParams(XElement element, CharacterParams character) : base(element, character)
|
||||
{
|
||||
element.GetChildElements("target").ForEach(t => TryAddTarget(t, out _));
|
||||
element.GetChildElements("targetpriority").ForEach(t => TryAddTarget(t, out _));
|
||||
}
|
||||
|
||||
private bool TryAddTarget(XElement targetElement, out TargetParams target)
|
||||
{
|
||||
string tag = targetElement.GetAttributeString("tag", null);
|
||||
if (HasTag(tag))
|
||||
{
|
||||
target = null;
|
||||
DebugConsole.ThrowError($"Multiple targets with the same tag ('{tag}') defined! Only the first will be used!");
|
||||
return false;
|
||||
}
|
||||
else
|
||||
{
|
||||
target = new TargetParams(targetElement, Character);
|
||||
targets.Add(target);
|
||||
SubParams.Add(target);
|
||||
return true;
|
||||
}
|
||||
}
|
||||
|
||||
public bool TryAddEmptyTarget(out TargetParams targetParams) => TryAddNewTarget("newtarget" + targets.Count, AIState.Attack, 0f, out targetParams);
|
||||
|
||||
public bool TryAddNewTarget(string tag, AIState state, float priority, out TargetParams targetParams)
|
||||
{
|
||||
var element = TargetParams.CreateNewElement(tag, state, priority);
|
||||
if (TryAddTarget(element, out targetParams))
|
||||
{
|
||||
Element.Add(element);
|
||||
return true;
|
||||
}
|
||||
else
|
||||
{
|
||||
return false;
|
||||
}
|
||||
}
|
||||
|
||||
public bool HasTag(string tag)
|
||||
{
|
||||
if (tag == null) { return false; }
|
||||
return targets.Any(t => t.Tag.Equals(tag, StringComparison.OrdinalIgnoreCase));
|
||||
}
|
||||
|
||||
public bool RemoveTarget(TargetParams target) => RemoveSubParam(target, targets);
|
||||
|
||||
public bool TryGetTarget(string targetTag, out TargetParams target)
|
||||
{
|
||||
target = targets.FirstOrDefault(t => string.Equals(t.Tag, targetTag, StringComparison.OrdinalIgnoreCase));
|
||||
return target != null;
|
||||
}
|
||||
|
||||
public TargetParams GetTarget(string targetTag, bool throwError = true)
|
||||
{
|
||||
if (!TryGetTarget(targetTag, out TargetParams target))
|
||||
{
|
||||
if (throwError)
|
||||
{
|
||||
DebugConsole.ThrowError($"Cannot find a target with the tag {targetTag}!");
|
||||
}
|
||||
}
|
||||
return target;
|
||||
}
|
||||
}
|
||||
|
||||
public class TargetParams : SubParam
|
||||
{
|
||||
public override string Name => "Target";
|
||||
|
||||
[Serialize("", true, description: "Can be an item tag, species name or something else. Examples: decoy, provocative, light, dead, human, crawler, wall, nasonov, sonar, door, stronger, weaker, light, human, room..."), Editable()]
|
||||
public string Tag { get; private set; }
|
||||
|
||||
[Serialize(AIState.Idle, true), Editable]
|
||||
public AIState State { get; set; }
|
||||
|
||||
[Serialize(0f, true, description: "What base priority is given to the target?"), Editable(minValue: 0f, maxValue: 1000f, ValueStep = 1, DecimalCount = 0)]
|
||||
public float Priority { get; set; }
|
||||
|
||||
[Serialize(0f, true, description: "Generic distance that can be used for different purposes depending on the state. Eg. in Avoid state this defines the distance that the character tries to keep to the target. If the distance is 0, it's not used."), Editable(MinValueFloat = 0, ValueStep = 10, DecimalCount = 0)]
|
||||
public float ReactDistance { get; set; }
|
||||
|
||||
public TargetParams(XElement element, CharacterParams character) : base(element, character) { }
|
||||
|
||||
public TargetParams(string tag, AIState state, float priority, CharacterParams character) : base(CreateNewElement(tag, state, priority), character) { }
|
||||
|
||||
public static XElement CreateNewElement(string tag, AIState state, float priority)
|
||||
{
|
||||
return new XElement("target",
|
||||
new XAttribute("tag", tag),
|
||||
new XAttribute("state", state),
|
||||
new XAttribute("priority", priority));
|
||||
}
|
||||
}
|
||||
|
||||
public abstract class SubParam : ISerializableEntity
|
||||
{
|
||||
public virtual string Name { get; set; }
|
||||
public Dictionary<string, SerializableProperty> SerializableProperties { get; private set; }
|
||||
public XElement Element { get; set; }
|
||||
public List<SubParam> SubParams { get; set; } = new List<SubParam>();
|
||||
|
||||
public CharacterParams Character { get; private set; }
|
||||
|
||||
public SubParam(XElement element, CharacterParams character)
|
||||
{
|
||||
Element = element;
|
||||
Character = character;
|
||||
SerializableProperties = SerializableProperty.DeserializeProperties(this, element);
|
||||
}
|
||||
|
||||
public virtual bool Deserialize(bool recursive = true)
|
||||
{
|
||||
SerializableProperties = SerializableProperty.DeserializeProperties(this, Element);
|
||||
if (recursive)
|
||||
{
|
||||
SubParams.ForEach(sp => sp.Deserialize(true));
|
||||
}
|
||||
return SerializableProperties != null;
|
||||
}
|
||||
|
||||
public virtual bool Serialize(bool recursive = true)
|
||||
{
|
||||
SerializableProperty.SerializeProperties(this, Element, true);
|
||||
if (recursive)
|
||||
{
|
||||
SubParams.ForEach(sp => sp.Serialize(true));
|
||||
}
|
||||
return true;
|
||||
}
|
||||
|
||||
public virtual void Reset()
|
||||
{
|
||||
// Don't use recursion, because the reset method might be overriden
|
||||
Deserialize(false);
|
||||
SubParams.ForEach(sp => sp.Reset());
|
||||
}
|
||||
|
||||
protected bool RemoveSubParam<T>(T subParam, IList<T> collection = null) where T : SubParam
|
||||
{
|
||||
if (subParam == null || subParam.Element == null || subParam.Element.Parent == null) { return false; }
|
||||
if (collection != null && !collection.Contains(subParam)) { return false; }
|
||||
if (!SubParams.Contains(subParam)) { return false; }
|
||||
collection?.Remove(subParam);
|
||||
SubParams.Remove(subParam);
|
||||
subParam.Element.Remove();
|
||||
return true;
|
||||
}
|
||||
|
||||
#if CLIENT
|
||||
public SerializableEntityEditor SerializableEntityEditor { get; protected set; }
|
||||
public virtual void AddToEditor(ParamsEditor editor, bool recursive = true, int space = 0, ScalableFont titleFont = null)
|
||||
{
|
||||
SerializableEntityEditor = new SerializableEntityEditor(editor.EditorBox.Content.RectTransform, this, inGame: false, showName: true, titleFont: titleFont ?? GUI.LargeFont);
|
||||
if (recursive)
|
||||
{
|
||||
SubParams.ForEach(sp => sp.AddToEditor(editor, true, titleFont: titleFont ?? GUI.SmallFont));
|
||||
}
|
||||
if (space > 0)
|
||||
{
|
||||
new GUIFrame(new RectTransform(new Point(editor.EditorBox.Rect.Width, space), editor.EditorBox.Content.RectTransform), style: null, color: new Color(20, 20, 20, 255))
|
||||
{
|
||||
CanBeFocused = false
|
||||
};
|
||||
}
|
||||
}
|
||||
#endif
|
||||
}
|
||||
#endregion
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,136 @@
|
||||
using System.IO;
|
||||
using System.Collections.Generic;
|
||||
using System.Xml;
|
||||
using System.Xml.Linq;
|
||||
using Microsoft.Xna.Framework;
|
||||
|
||||
namespace Barotrauma
|
||||
{
|
||||
abstract class EditableParams : ISerializableEntity
|
||||
{
|
||||
public bool IsLoaded { get; protected set; }
|
||||
public string Name { get; private set; }
|
||||
public string FileName { get; private set; }
|
||||
public string Folder { get; private set; }
|
||||
public string FullPath { get; private set; }
|
||||
public Dictionary<string, SerializableProperty> SerializableProperties { get; protected set; }
|
||||
|
||||
protected XDocument doc;
|
||||
public XDocument Doc
|
||||
{
|
||||
get
|
||||
{
|
||||
if (!IsLoaded)
|
||||
{
|
||||
DebugConsole.ThrowError("[Params] Not loaded!");
|
||||
return new XDocument();
|
||||
}
|
||||
return doc;
|
||||
}
|
||||
protected set
|
||||
{
|
||||
doc = value;
|
||||
}
|
||||
}
|
||||
|
||||
public virtual XElement MainElement => doc.Root;
|
||||
public XElement OriginalElement { get; protected set; }
|
||||
|
||||
protected virtual string GetName() => Path.GetFileNameWithoutExtension(FullPath).FormatCamelCaseWithSpaces();
|
||||
|
||||
protected virtual bool Deserialize(XElement element = null)
|
||||
{
|
||||
element = element ?? MainElement;
|
||||
SerializableProperties = SerializableProperty.DeserializeProperties(this, element);
|
||||
return SerializableProperties != null;
|
||||
}
|
||||
|
||||
protected virtual bool Serialize(XElement element = null)
|
||||
{
|
||||
element = element ?? MainElement;
|
||||
if (element == null)
|
||||
{
|
||||
DebugConsole.ThrowError("[EditableParams] The XML element is null!");
|
||||
return false;
|
||||
}
|
||||
SerializableProperty.SerializeProperties(this, element, true);
|
||||
return true;
|
||||
}
|
||||
|
||||
protected virtual bool Load(string file)
|
||||
{
|
||||
UpdatePath(file);
|
||||
doc = XMLExtensions.TryLoadXml(FullPath);
|
||||
if (doc == null) { return false; }
|
||||
IsLoaded = Deserialize(MainElement);
|
||||
OriginalElement = new XElement(MainElement);
|
||||
return IsLoaded;
|
||||
}
|
||||
|
||||
protected virtual void UpdatePath(string fullPath)
|
||||
{
|
||||
FullPath = fullPath;
|
||||
Name = GetName();
|
||||
FileName = Path.GetFileName(FullPath);
|
||||
Folder = Path.GetDirectoryName(FullPath);
|
||||
}
|
||||
|
||||
public virtual bool Save(string fileNameWithoutExtension = null, XmlWriterSettings settings = null)
|
||||
{
|
||||
if (!Directory.Exists(Folder))
|
||||
{
|
||||
Directory.CreateDirectory(Folder);
|
||||
}
|
||||
OriginalElement = MainElement;
|
||||
Serialize();
|
||||
if (settings == null)
|
||||
{
|
||||
settings = new XmlWriterSettings
|
||||
{
|
||||
Indent = true,
|
||||
OmitXmlDeclaration = true,
|
||||
NewLineOnAttributes = true
|
||||
};
|
||||
}
|
||||
if (fileNameWithoutExtension != null)
|
||||
{
|
||||
UpdatePath(Path.Combine(Folder, $"{fileNameWithoutExtension}.xml"));
|
||||
}
|
||||
using (var writer = XmlWriter.Create(FullPath, settings))
|
||||
{
|
||||
Doc.WriteTo(writer);
|
||||
writer.Flush();
|
||||
}
|
||||
return true;
|
||||
}
|
||||
|
||||
public virtual bool Reset(bool forceReload = false)
|
||||
{
|
||||
if (forceReload)
|
||||
{
|
||||
return Load(FullPath);
|
||||
}
|
||||
return Deserialize(OriginalElement);
|
||||
}
|
||||
|
||||
#if CLIENT
|
||||
public SerializableEntityEditor SerializableEntityEditor { get; protected set; }
|
||||
public virtual void AddToEditor(ParamsEditor editor, int space = 0)
|
||||
{
|
||||
if (!IsLoaded)
|
||||
{
|
||||
DebugConsole.ThrowError("[Params] Not loaded!");
|
||||
return;
|
||||
}
|
||||
SerializableEntityEditor = new SerializableEntityEditor(editor.EditorBox.Content.RectTransform, this, false, true, titleFont: GUI.LargeFont);
|
||||
if (space > 0)
|
||||
{
|
||||
new GUIFrame(new RectTransform(new Point(editor.EditorBox.Rect.Width, space), editor.EditorBox.Content.RectTransform), style: null, color: ParamsEditor.Color)
|
||||
{
|
||||
CanBeFocused = false
|
||||
};
|
||||
}
|
||||
}
|
||||
#endif
|
||||
}
|
||||
}
|
||||
File diff suppressed because it is too large
Load Diff
Reference in New Issue
Block a user