Actor resolving fixes for UI actors

Profiles should now properly apply to UI actors in Crystalline Conflict and other places
Added ability to control which parts of the UI profiles are applying to
This commit is contained in:
RisaDev
2024-04-11 23:33:41 +03:00
parent c663e3c22f
commit 99990c9208
7 changed files with 183 additions and 64 deletions

View File

@@ -26,6 +26,7 @@ using CustomizePlus.Profiles.Exceptions;
using Penumbra.GameData.Enums;
using Penumbra.GameData.Interop;
using System.Runtime.Serialization;
using CustomizePlus.Game.Services;
namespace CustomizePlus.Profiles;
@@ -40,6 +41,7 @@ public class ProfileManager : IDisposable
private readonly Logger _logger;
private readonly PluginConfiguration _configuration;
private readonly ActorManager _actorManager;
private readonly GameObjectService _gameObjectService;
private readonly ProfileChanged _event;
private readonly TemplateChanged _templateChangedEvent;
private readonly ReloadEvent _reloadEvent;
@@ -56,6 +58,7 @@ public class ProfileManager : IDisposable
Logger logger,
PluginConfiguration configuration,
ActorManager actorManager,
GameObjectService gameObjectService,
ProfileChanged @event,
TemplateChanged templateChangedEvent,
ReloadEvent reloadEvent,
@@ -67,6 +70,7 @@ public class ProfileManager : IDisposable
_logger = logger;
_configuration = configuration;
_actorManager = actorManager;
_gameObjectService = gameObjectService;
_event = @event;
_templateChangedEvent = templateChangedEvent;
_templateChangedEvent.Subscribe(OnTemplateChange, TemplateChanged.Priority.ProfileManager);
@@ -477,8 +481,7 @@ public class ProfileManager : IDisposable
//performance: using textual override for ProfileAppliesTo here to not call
//GetGameObjectName every time we are trying to check object against profiles
if (actorIdentifier.Type == IdentifierType.Special)
actorIdentifier = actorIdentifier.GetTrueActorForSpecialType();
(actorIdentifier, _) = _gameObjectService.GetTrueActorForSpecialTypeActor(actorIdentifier);
if (!actorIdentifier.IsValid)
yield break;