/
ArmorModelRenderer.cs
432 lines (409 loc) · 13.5 KB
/
ArmorModelRenderer.cs
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using Facepunch.Actor;
using System;
using System.Reflection;
using UnityEngine;
public sealed class ArmorModelRenderer : IDLocalCharacter
{
[NonSerialized]
private CharacterArmorTrait armorTrait;
[NonSerialized]
private bool awake;
[PrefetchComponent, SerializeField]
private BoneStructure boneStructure;
private static bool censored = true;
[NonSerialized]
private ArmorModelMemberMap models;
[SerializeField, PrefetchChildComponent]
private SkinnedMeshRenderer originalRenderer;
private static bool rebindingCensorship;
[NonSerialized]
private ArmorModelMemberMap<ActorMeshRenderer> renderers;
public ArmorModelSlotMask BindArmorGroup(ArmorModelGroup group)
{
ArmorModelSlotMask mask = 0;
if (group != null)
{
for (ArmorModelSlot slot = ArmorModelSlot.Feet; slot < ((ArmorModelSlot) 4); slot = (ArmorModelSlot) (((int) slot) + 1))
{
ArmorModel model = group[slot];
if ((model != null) && this.BindArmorModelCheckedNonNull(model))
{
mask |= slot.ToMask();
}
}
}
return mask;
}
public ArmorModelSlotMask BindArmorGroup(ArmorModelGroup group, ArmorModelSlotMask slotMask)
{
if (!this.awake)
{
if (group == null)
{
return 0;
}
return this.Initialize(group.armorModelMemberMap, slotMask);
}
ArmorModelSlotMask mask = 0;
foreach (ArmorModelSlot slot in slotMask.EnumerateSlots())
{
ArmorModel model = group[slot];
if ((model != null) && this.BindArmorModelCheckedNonNull(model))
{
mask |= slot.ToMask();
}
}
return mask;
}
private bool BindArmorModel<TArmorModel>(TArmorModel model) where TArmorModel: ArmorModel, new()
{
if (model != null)
{
return this.BindArmorModelCheckedNonNull(model);
}
ArmorModel model2 = this.defaultArmorModelGroup[ArmorModelSlotUtility.GetArmorModelSlotForClass<TArmorModel>()];
return ((model2 != null) && this.BindArmorModelCheckedNonNull(model2));
}
private bool BindArmorModel(ArmorModel model, ArmorModelSlot slot)
{
if (model == null)
{
ArmorModel model2 = this.defaultArmorModelGroup[slot];
return ((model2 != null) && this.BindArmorModelCheckedNonNull(model2));
}
if (model.slot != slot)
{
Debug.LogError("model.slot != " + slot, model);
return false;
}
return this.BindArmorModelCheckedNonNull(model);
}
private bool BindArmorModelCheckedNonNull(ArmorModel model)
{
ArmorModel censoredModel;
ArmorModelSlot slot = model.slot;
if (!rebindingCensorship)
{
ArmorModel model2 = this.models[slot];
if (model2 == model)
{
return false;
}
}
ActorMeshRenderer renderer = this.renderers[slot];
if (censored)
{
censoredModel = model.censoredModel;
if (censoredModel == null)
{
censoredModel = model;
}
}
else
{
censoredModel = model;
}
if (renderer.actorRig != censoredModel.actorRig)
{
return false;
}
if (!base.enabled)
{
renderer.renderer.enabled = true;
}
renderer.Bind(censoredModel.actorMeshInfo, censoredModel.sharedMaterials);
if (!base.enabled)
{
renderer.renderer.enabled = false;
}
this.models[slot] = model;
return true;
}
public ArmorModelSlotMask BindArmorModels(ArmorModelMemberMap map)
{
if (!this.awake)
{
return this.Initialize(map, ArmorModelSlotMask.Head | ArmorModelSlotMask.Torso | ArmorModelSlotMask.Legs | ArmorModelSlotMask.Feet);
}
ArmorModelSlotMask mask = 0;
for (ArmorModelSlot slot = ArmorModelSlot.Feet; slot < ((ArmorModelSlot) 4); slot = (ArmorModelSlot) (((int) slot) + 1))
{
if (this.BindArmorModel(map[slot], slot))
{
mask |= slot.ToMask();
}
}
return mask;
}
public ArmorModelSlotMask BindArmorModels(ArmorModelMemberMap map, ArmorModelSlotMask slotMask)
{
if (!this.awake)
{
return this.Initialize(map, slotMask);
}
ArmorModelSlotMask mask = 0;
foreach (ArmorModelSlot slot in slotMask.EnumerateSlots())
{
if (this.BindArmorModel(map[slot], slot))
{
mask |= slot.ToMask();
}
}
return mask;
}
public ArmorModelSlotMask BindDefaultArmorGroup()
{
if (this.defaultArmorModelGroup != null)
{
return this.BindArmorGroup(this.defaultArmorModelGroup);
}
return 0;
}
public bool Contains(ArmorModel model)
{
if (model == null)
{
return false;
}
if (!this.awake)
{
ArmorModelGroup defaultArmorModelGroup = this.defaultArmorModelGroup;
return ((defaultArmorModelGroup != null) && (defaultArmorModelGroup[model.slot] == model));
}
return (this.models[model.slot] == model);
}
public bool Contains<TArmorModel>(TArmorModel model) where TArmorModel: ArmorModel, new()
{
if (model == null)
{
return false;
}
if (!this.awake)
{
ArmorModelGroup defaultArmorModelGroup = this.defaultArmorModelGroup;
return ((defaultArmorModelGroup != null) && (defaultArmorModelGroup.GetArmorModel<TArmorModel>() == model));
}
return (this.models.GetArmorModel<TArmorModel>() == model);
}
public T GetArmorModel<T>() where T: ArmorModel, new()
{
if (this.awake)
{
return this.models.GetArmorModel<T>();
}
ArmorModelGroup defaultArmorModelGroup = this.defaultArmorModelGroup;
if (defaultArmorModelGroup != null)
{
return defaultArmorModelGroup.GetArmorModel<T>();
}
return null;
}
public ArmorModelMemberMap GetArmorModelMemberMapCopy()
{
if (this.awake)
{
return this.models;
}
ArmorModelGroup defaultArmorModelGroup = this.defaultArmorModelGroup;
if (defaultArmorModelGroup == null)
{
return new ArmorModelMemberMap();
}
return defaultArmorModelGroup.armorModelMemberMap;
}
private ArmorModelSlotMask Initialize(ArmorModelMemberMap memberMap, ArmorModelSlotMask memberMask)
{
ActorMeshRenderer renderer;
this.awake = true;
string rendererName = ArmorModelSlot.Head.GetRendererName();
ActorRig actorRig = this.defaultArmorModelGroup[ArmorModelSlot.Head].actorRig;
if (this.originalRenderer != null)
{
renderer = ActorMeshRenderer.Replace(this.originalRenderer, actorRig, this.boneStructure.rigOrderedTransformArray, rendererName);
}
else
{
renderer = ActorMeshRenderer.CreateOn(base.transform, rendererName, actorRig, this.boneStructure.rigOrderedTransformArray, base.gameObject.layer);
}
this.renderers[ArmorModelSlot.Head] = renderer;
for (ArmorModelSlot slot = ArmorModelSlot.Feet; slot < ArmorModelSlot.Head; slot = (ArmorModelSlot) (((int) slot) + 1))
{
this.renderers[slot] = renderer.CloneBlank(slot.GetRendererName());
}
for (ArmorModelSlot slot2 = ArmorModelSlot.Feet; slot2 < ArmorModelSlot.Head; slot2 = (ArmorModelSlot) (((int) slot2) + 1))
{
ActorMeshRenderer renderer2 = this.renderers[slot2];
if (renderer2 != null)
{
renderer2.renderer.enabled = base.enabled;
}
}
ArmorModelSlotMask mask = 0;
ArmorModelGroup defaultArmorModelGroup = this.defaultArmorModelGroup;
if (defaultArmorModelGroup != null)
{
for (ArmorModelSlot slot3 = ArmorModelSlot.Feet; slot3 < ((ArmorModelSlot) 4); slot3 = (ArmorModelSlot) (((int) slot3) + 1))
{
if (memberMask.Contains(slot3))
{
ArmorModel armorModel = memberMap.GetArmorModel(slot3);
if ((armorModel != null) && this.BindArmorModelCheckedNonNull(armorModel))
{
mask |= slot3.ToMask();
continue;
}
}
ArmorModel model2 = defaultArmorModelGroup[slot3];
if (model2 != null)
{
this.BindArmorModelCheckedNonNull(model2);
}
}
return mask;
}
foreach (ArmorModelSlot slot4 in memberMask.EnumerateSlots())
{
ArmorModel model = memberMap.GetArmorModel(slot4);
if ((model != null) && this.BindArmorModelCheckedNonNull(model))
{
mask |= slot4.ToMask();
}
}
return mask;
}
private void OnDestroy()
{
if (!this.awake)
{
this.awake = true;
}
else
{
for (ArmorModelSlot slot = ArmorModelSlot.Feet; slot < ((ArmorModelSlot) 4); slot = (ArmorModelSlot) (((int) slot) + 1))
{
ActorMeshRenderer renderer = this.renderers[slot];
if (renderer != null)
{
UnityEngine.Object.Destroy(renderer.gameObject);
}
}
}
}
private void OnDisable()
{
if (this.awake)
{
for (ArmorModelSlot slot = ArmorModelSlot.Feet; slot < ((ArmorModelSlot) 4); slot = (ArmorModelSlot) (((int) slot) + 1))
{
ActorMeshRenderer renderer = this.renderers[slot];
if (renderer != null)
{
renderer.renderer.enabled = false;
}
}
}
else if (this.originalRenderer != null)
{
this.originalRenderer.enabled = false;
}
}
private void OnEnable()
{
if (this.awake)
{
for (ArmorModelSlot slot = ArmorModelSlot.Feet; slot < ((ArmorModelSlot) 4); slot = (ArmorModelSlot) (((int) slot) + 1))
{
ActorMeshRenderer renderer = this.renderers[slot];
if (renderer != null)
{
renderer.renderer.enabled = true;
}
}
}
else if (this.originalRenderer != null)
{
this.originalRenderer.enabled = true;
}
}
private void Start()
{
if (!this.awake)
{
this.Initialize(new ArmorModelMemberMap(), 0);
}
}
public ActorRig actorRig
{
get
{
return this.boneStructure.actorRig;
}
}
public static bool Censored
{
get
{
return censored;
}
set
{
if (censored != value)
{
censored = value;
try
{
rebindingCensorship = true;
foreach (UnityEngine.Object obj2 in UnityEngine.Object.FindObjectsOfType(typeof(ArmorModelRenderer)))
{
ArmorModelRenderer renderer = (ArmorModelRenderer) obj2;
if (renderer != null)
{
for (ArmorModelSlot slot = ArmorModelSlot.Feet; slot < ((ArmorModelSlot) 4); slot = (ArmorModelSlot) (((int) slot) + 1))
{
ArmorModel model = renderer[slot];
if ((model != null) && model.hasCensoredModel)
{
if (!renderer.awake)
{
ArmorModelMemberMap memberMap = new ArmorModelMemberMap();
renderer.Initialize(memberMap, 0);
break;
}
renderer.BindArmorModelCheckedNonNull(model);
}
}
}
}
SleepingAvatar.RebindAllRenderers();
}
finally
{
rebindingCensorship = false;
}
}
}
}
public ArmorModelGroup defaultArmorModelGroup
{
get
{
return ((this.armorTrait == null) ? ((ArmorModelGroup) (this.armorTrait = base.GetTrait<CharacterArmorTrait>())) : ((ArmorModelGroup) this.armorTrait)).defaultGroup;
}
}
public ArmorModel this[ArmorModelSlot slot]
{
get
{
if (this.awake)
{
return this.models[slot];
}
ArmorModelGroup defaultArmorModelGroup = this.defaultArmorModelGroup;
if (defaultArmorModelGroup != null)
{
return defaultArmorModelGroup[slot];
}
return null;
}
}
}