Files
crystall-punk-14/Content.Shared/Humanoid/HumanoidVisualLayersExtension.cs
Ed 3409e0f752 Merge remote-tracking branch 'upstream/stable' into ed-15-09-2025-upstream-sync
# Conflicts:
#	.github/CODEOWNERS
#	Content.Client/Overlays/StencilOverlay.cs
#	Content.Server/Chemistry/EntitySystems/InjectorSystem.cs
#	Content.Server/GameTicking/Commands/SetGamePresetCommand.cs
#	Content.Server/Players/PlayTimeTracking/PlayTimeTrackingSystem.cs
#	Content.Shared/Chemistry/EntitySystems/SharedInjectorSystem.cs
#	Content.Shared/Clothing/Components/ClothingComponent.cs
#	Content.Shared/Humanoid/HumanoidCharacterAppearance.cs
#	Content.Shared/Humanoid/SkinColor.cs
#	Resources/Prototypes/Entities/Objects/Consumable/Food/Containers/bowl.yml
2025-09-15 13:50:49 +03:00

145 lines
5.6 KiB
C#

using Content.Shared.Body.Components;
using Content.Shared.Body.Part;
namespace Content.Shared.Humanoid
{
public static class HumanoidVisualLayersExtension
{
public static bool HasSexMorph(HumanoidVisualLayers layer)
{
return true; //Support female body
//return layer switch
//{
// HumanoidVisualLayers.Chest => true,
// HumanoidVisualLayers.Head => true,
// _ => false
//};
}
public static string GetSexMorph(HumanoidVisualLayers layer, Sex sex, string id)
{
if (!HasSexMorph(layer) || sex == Sex.Unsexed)
return id;
return $"{id}{sex}";
}
/// <summary>
/// Sublayers. Any other layers that may visually depend on this layer existing.
/// For example, the head has layers such as eyes, hair, etc. depending on it.
/// </summary>
/// <param name="layer"></param>
/// <returns>Enumerable of layers that depend on that given layer. Empty, otherwise.</returns>
/// <remarks>This could eventually be replaced by a body system implementation.</remarks>
public static IEnumerable<HumanoidVisualLayers> Sublayers(HumanoidVisualLayers layer)
{
switch (layer)
{
case HumanoidVisualLayers.Head:
yield return HumanoidVisualLayers.Head;
yield return HumanoidVisualLayers.Eyes;
yield return HumanoidVisualLayers.HeadSide;
yield return HumanoidVisualLayers.HeadTop;
yield return HumanoidVisualLayers.Hair;
yield return HumanoidVisualLayers.FacialHair;
yield return HumanoidVisualLayers.Snout;
yield return HumanoidVisualLayers.SnoutCover;
break;
case HumanoidVisualLayers.Snout:
yield return HumanoidVisualLayers.Snout;
yield return HumanoidVisualLayers.SnoutCover;
break;
case HumanoidVisualLayers.LArm:
yield return HumanoidVisualLayers.LArm;
yield return HumanoidVisualLayers.LHand;
break;
case HumanoidVisualLayers.RArm:
yield return HumanoidVisualLayers.RArm;
yield return HumanoidVisualLayers.RHand;
break;
case HumanoidVisualLayers.LLeg:
yield return HumanoidVisualLayers.LLeg;
yield return HumanoidVisualLayers.LFoot;
break;
case HumanoidVisualLayers.RLeg:
yield return HumanoidVisualLayers.RLeg;
yield return HumanoidVisualLayers.RFoot;
break;
case HumanoidVisualLayers.Chest:
yield return HumanoidVisualLayers.Chest;
yield return HumanoidVisualLayers.Tail;
break;
default:
yield break;
}
}
public static HumanoidVisualLayers? ToHumanoidLayers(this BodyPartComponent part)
{
switch (part.PartType)
{
case BodyPartType.Other:
break;
case BodyPartType.Torso:
return HumanoidVisualLayers.Chest;
case BodyPartType.Tail:
return HumanoidVisualLayers.Tail;
case BodyPartType.Head:
// use the Sublayers method to hide the rest of the parts,
// if that's what you're looking for
return HumanoidVisualLayers.Head;
case BodyPartType.Arm:
switch (part.Symmetry)
{
case BodyPartSymmetry.None:
break;
case BodyPartSymmetry.Left:
return HumanoidVisualLayers.LArm;
case BodyPartSymmetry.Right:
return HumanoidVisualLayers.RArm;
}
break;
case BodyPartType.Hand:
switch (part.Symmetry)
{
case BodyPartSymmetry.None:
break;
case BodyPartSymmetry.Left:
return HumanoidVisualLayers.LHand;
case BodyPartSymmetry.Right:
return HumanoidVisualLayers.RHand;
}
break;
case BodyPartType.Leg:
switch (part.Symmetry)
{
case BodyPartSymmetry.None:
break;
case BodyPartSymmetry.Left:
return HumanoidVisualLayers.LLeg;
case BodyPartSymmetry.Right:
return HumanoidVisualLayers.RLeg;
}
break;
case BodyPartType.Foot:
switch (part.Symmetry)
{
case BodyPartSymmetry.None:
break;
case BodyPartSymmetry.Left:
return HumanoidVisualLayers.LFoot;
case BodyPartSymmetry.Right:
return HumanoidVisualLayers.RFoot;
}
break;
}
return null;
}
}
}