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@@ -1,6 +1,7 @@
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using System;
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using System.Collections.Generic;
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using System.Linq;
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+using HarmonyLib;
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using UnityEngine;
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namespace MeidoPhotoStudio.Plugin
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@@ -9,8 +10,9 @@ namespace MeidoPhotoStudio.Plugin
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{
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public const string header = "MEIDO";
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private static readonly CharacterMgr characterMgr = GameMain.Instance.CharacterMgr;
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+ private static bool active;
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+ private static int EditMaidIndex { get; set; }
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private int undress;
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- private int numberOfMeidos;
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private int tempEditMaidIndex = -1;
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public Meido[] Meidos { get; private set; }
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public HashSet<int> SelectedMeidoSet { get; } = new HashSet<int>();
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@@ -28,7 +30,6 @@ namespace MeidoPhotoStudio.Plugin
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get => selectedMeido;
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private set => selectedMeido = Utility.Bound(value, 0, ActiveMeidoList.Count - 1);
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}
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- public int EditMaidIndex { get; private set; }
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public bool Busy => ActiveMeidoList.Any(meido => meido.Busy);
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private bool globalGravity;
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public bool GlobalGravity
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@@ -67,36 +68,16 @@ namespace MeidoPhotoStudio.Plugin
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if (!MeidoPhotoStudio.EditMode)
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characterMgr.DeactivateMaid(0);
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- numberOfMeidos = characterMgr.GetStockMaidCount();
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- Meidos = new Meido[numberOfMeidos];
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+ Meidos = characterMgr.GetStockMaidList()
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+ .Select((_, stockNo) => new Meido(stockNo)).ToArray();
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tempEditMaidIndex = -1;
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- for (int stockMaidIndex = 0; stockMaidIndex < numberOfMeidos; stockMaidIndex++)
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- {
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- Meidos[stockMaidIndex] = new Meido(stockMaidIndex);
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- }
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-
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- if (MeidoPhotoStudio.EditMode)
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- {
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- Maid editMaid = GameMain.Instance.CharacterMgr.GetMaid(0);
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- EditMaidIndex = Array.FindIndex(Meidos, meido => meido.Maid.status.guid == editMaid.status.guid);
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- EditMeido.IsEditMaid = true;
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-
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- var editOkCancel = UTY.GetChildObject(GameObject.Find("UI Root"), "OkCancel")
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- .GetComponent<EditOkCancel>();
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-
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- // Ensure MPS resets editor state before setting maid
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- EditOkCancel.OnClick newEditOnClick = () => SetEditMaid(Meidos[EditMaidIndex]);
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- newEditOnClick += OkCancelDelegate();
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-
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- Utility.SetFieldValue(editOkCancel, "m_dgOnClickOk", newEditOnClick);
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-
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- // Only for setting custom parts placement animation just in case body was changed before activating MPS
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- SetEditMaid(Meidos[EditMaidIndex]);
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- }
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+ if (MeidoPhotoStudio.EditMode && EditMaidIndex >= 0)
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+ Meidos[EditMaidIndex].IsEditMaid = true;
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ClearSelectList();
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+ active = true;
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}
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public void Deactivate()
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@@ -117,22 +98,10 @@ namespace MeidoPhotoStudio.Plugin
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meido.Stop = false;
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meido.EyeToCam = true;
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- SetEditMaid(meido);
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-
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- // Restore original OK button functionality
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- GameObject okButton = UTY.GetChildObjectNoError(GameObject.Find("UI Root"), "OkCancel");
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- if (okButton)
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- {
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- EditOkCancel editOkCancel = okButton.GetComponent<EditOkCancel>();
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- Utility.SetFieldValue(editOkCancel, "m_dgOnClickOk", OkCancelDelegate());
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- }
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+ SetEditorMaid(meido.Maid);
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}
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- }
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- private EditOkCancel.OnClick OkCancelDelegate()
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- {
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- return (EditOkCancel.OnClick)Delegate
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- .CreateDelegate(typeof(EditOkCancel.OnClick), SceneEdit.Instance, "OnEditOk");
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+ active = false;
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}
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public void Update()
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@@ -227,46 +196,11 @@ namespace MeidoPhotoStudio.Plugin
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EditMeido.IsEditMaid = false;
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- tempEditMaidIndex = meido.Maid.status.guid == Meidos[EditMaidIndex].Maid.status.guid
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- ? -1
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- : Array.FindIndex(Meidos, maid => maid.Maid.status.guid == meido.Maid.status.guid);
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+ tempEditMaidIndex = meido.StockNo == EditMaidIndex ? -1 : meido.StockNo;
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EditMeido.IsEditMaid = true;
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- Maid newEditMaid = EditMeido.Maid;
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-
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- GameObject uiRoot = GameObject.Find("UI Root");
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-
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- var presetCtrl = UTY.GetChildObjectNoError(uiRoot, "PresetPanel")?.GetComponent<PresetCtrl>();
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- var presetButton = UTY.GetChildObjectNoError(uiRoot, "PresetButtonPanel")?.GetComponent<PresetButtonCtrl>();
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- var profileCtrl = UTY.GetChildObjectNoError(uiRoot, "ProfilePanel")?.GetComponent<ProfileCtrl>();
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- var customPartsWindow = UTY.GetChildObjectNoError(uiRoot, "Window/CustomPartsWindow")
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- ?.GetComponent<SceneEditWindow.CustomPartsWindow>();
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-
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- if (!(presetCtrl || presetButton || profileCtrl || customPartsWindow)) return;
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-
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- // Preset application
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- Utility.SetFieldValue(presetCtrl, "m_maid", newEditMaid);
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-
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- // Preset saving
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- Utility.SetFieldValue(presetButton, "m_maid", newEditMaid);
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-
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- // Maid profile (name, description, experience etc)
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- Utility.SetFieldValue(profileCtrl, "m_maidStatus", newEditMaid.status);
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-
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- // Accessory/Parts placement
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- Utility.SetFieldValue(customPartsWindow, "maid", newEditMaid);
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-
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- // Stopping maid animation and head movement when customizing parts placement
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- Utility.SetFieldValue(customPartsWindow, "animation", newEditMaid.GetAnimation());
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-
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- // Clothing/body in general and maybe other things
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- Utility.SetFieldValue(SceneEdit.Instance, "m_maid", newEditMaid);
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-
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- // Body status, parts colours and maybe more
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- Utility.GetFieldValue<CharacterMgr, Maid[]>(
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- GameMain.Instance.CharacterMgr, "m_gcActiveMaid"
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- )[0] = newEditMaid;
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+ SetEditorMaid(EditMeido.Maid);
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}
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public Meido GetMeido(string guid)
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@@ -326,6 +260,117 @@ namespace MeidoPhotoStudio.Plugin
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meido.ApplyGravity(args.LocalPosition, args.IsSkirt);
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}
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}
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+
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+ private static void SetEditorMaid(Maid maid)
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+ {
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+ if (maid == null)
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+ {
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+ Utility.LogWarning("Refusing to change editing maid because the new maid is null!");
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+ return;
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+ }
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+
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+ if (SceneEdit.Instance.maid.status.guid == maid.status.guid)
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+ {
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+ Utility.LogDebug("Editing maid is the same as new maid");
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+ return;
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+ }
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+
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+ var uiRoot = GameObject.Find("UI Root");
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+
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+ if (!TryGetUIControl<PresetCtrl>(uiRoot, "PresetPanel", out var presetCtrl))
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+ return;
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+
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+ if (!TryGetUIControl<PresetButtonCtrl>(uiRoot, "PresetButtonPanel", out var presetButtonCtrl))
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+ return;
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+
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+ if (!TryGetUIControl<ProfileCtrl>(uiRoot, "ProfilePanel", out var profileCtrl))
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+ return;
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+
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+ if (!TryGetUIControl<SceneEditWindow.CustomPartsWindow>(
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+ uiRoot, "Window/CustomPartsWindow", out var sceneEditWindow
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+ ))
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+ return;
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+
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+ // Preset application
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+ presetCtrl.m_maid = maid;
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+
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+ // Preset saving
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+ presetButtonCtrl.m_maid = maid;
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+
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+ // Maid profile (name, description, experience etc)
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+ profileCtrl.m_maidStatus = maid.status;
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+
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+ // Accessory/Parts placement
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+ sceneEditWindow.maid = maid;
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+
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+ // Stopping maid animation and head movement when customizing parts placement
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+ sceneEditWindow.animation = maid.GetAnimation();
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+
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+ // Clothing/body in general and maybe other things
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+ SceneEdit.Instance.m_maid = maid;
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+
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+ // Body status, parts colours and maybe more
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+ GameMain.Instance.CharacterMgr.m_gcActiveMaid[0] = maid;
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+
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+ static bool TryGetUIControl<T>(GameObject root, string hierarchy, out T uiControl) where T : MonoBehaviour
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+ {
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+ uiControl = null;
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+
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+ var uiElement = UTY.GetChildObjectNoError(root, hierarchy);
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+
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+ if (!uiElement)
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+ return false;
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+
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+ uiControl = uiElement.GetComponent<T>();
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+
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+ return uiControl;
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+ }
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+ }
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+
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+ [HarmonyPostfix]
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+ [HarmonyPatch(typeof(SceneEdit), nameof(SceneEdit.Start))]
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+ private static void SceneEditStartPostfix()
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+ {
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+ EditMaidIndex = -1;
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+
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+ if (SceneEdit.Instance.maid == null)
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+ return;
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+
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+ var originalEditingMaid = SceneEdit.Instance.maid;
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+
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+ EditMaidIndex = GameMain.Instance.CharacterMgr.GetStockMaidList()
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+ .FindIndex(maid => maid.status.guid == originalEditingMaid.status.guid);
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+
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+ try
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+ {
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+ var editOkCancelButton = UTY.GetChildObject(GameObject.Find("UI Root"), "OkCancel")
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+ .GetComponent<EditOkCancel>();
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+
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+ EditOkCancel.OnClick newEditOkCancelDelegate = RestoreOriginalEditingMaid;
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+
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+ newEditOkCancelDelegate += editOkCancelButton.m_dgOnClickOk;
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+
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+ editOkCancelButton.m_dgOnClickOk = newEditOkCancelDelegate;
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+
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+ void RestoreOriginalEditingMaid()
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+ {
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+ // Only restore original editing maid when active.
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+ if (!active)
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+ return;
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+
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+ Utility.LogDebug($"Setting Editing maid back to '{originalEditingMaid.status.fullNameJpStyle}'");
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+
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+ SetEditorMaid(originalEditingMaid);
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+
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+ // Set SceneEdit's maid regardless of UI integration failing
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+ SceneEdit.Instance.m_maid = originalEditingMaid;
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+ }
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+ }
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+ catch (Exception e)
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+ {
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+ Utility.LogWarning($"Failed to hook onto Edit Mode OK button: {e}");
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+ }
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+ }
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}
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public class MeidoUpdateEventArgs : EventArgs
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