Special actor fixes
Remove special actor armatures without waiting (fixes incorrect profile when changing examined character without closing the window) Fix for special actor armatures not reflecting changes in active profiles Slight refactoring
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@@ -25,6 +25,7 @@ using CustomizePlus.Profiles.Enums;
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using CustomizePlus.Profiles.Exceptions;
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using Penumbra.GameData.Enums;
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using Penumbra.GameData.Interop;
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using System.Runtime.Serialization;
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namespace CustomizePlus.Profiles;
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@@ -487,17 +488,21 @@ public class ProfileManager : IDisposable
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if (name.IsNullOrWhitespace())
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yield break;
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if (_templateEditorManager.IsEditorActive && _templateEditorManager.EditorProfile.Enabled)
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bool IsProfileAppliesToCurrentActor(Profile profile)
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{
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if (ProfileAppliesTo(_templateEditorManager.EditorProfile, name))
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{
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yield return _templateEditorManager.EditorProfile;
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}
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return profile.CharacterName.Text == name &&
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(!profile.LimitLookupToOwnedObjects ||
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(actorIdentifier.Type == IdentifierType.Owned &&
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actorIdentifier.PlayerName != _actorManager.GetCurrentPlayer().PlayerName));
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}
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if (_templateEditorManager.IsEditorActive && _templateEditorManager.EditorProfile.Enabled && IsProfileAppliesToCurrentActor(_templateEditorManager.EditorProfile))
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yield return _templateEditorManager.EditorProfile;
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foreach (var profile in Profiles)
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{
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if (ProfileAppliesTo(profile, name) && profile.Enabled)
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if (IsProfileAppliesToCurrentActor(profile) && profile.Enabled)
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yield return profile;
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}
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@@ -520,11 +525,6 @@ public class ProfileManager : IDisposable
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yield return _templateEditorManager.EditorProfile;
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}
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/// <summary>
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/// Returns whether or not profile applies to the object with the indicated name.
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/// </summary>
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public bool ProfileAppliesTo(Profile profile, string objectName) => !string.IsNullOrWhiteSpace(objectName) && objectName == profile.CharacterName.Text;
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private void SaveProfile(Profile profile)
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{
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//disallow saving special profiles
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