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

@@ -11,6 +11,7 @@ using CustomizePlus.GameData.Extensions;
using CustomizePlus.GameData.Services;
using CustomizePlus.Core.Extensions;
using System.Numerics;
using CustomizePlus.Game.Services;
namespace CustomizePlus.UI.Windows.MainWindow.Tabs.Debug;
@@ -20,17 +21,20 @@ public class StateMonitoringTab
private readonly TemplateManager _templateManager;
private readonly ArmatureManager _armatureManager;
private readonly ObjectManager _objectManager;
private readonly GameObjectService _gameObjectService;
public StateMonitoringTab(
ProfileManager profileManager,
TemplateManager templateManager,
ArmatureManager armatureManager,
ObjectManager objectManager)
ObjectManager objectManager,
GameObjectService gameObjectService)
{
_profileManager = profileManager;
_templateManager = templateManager;
_armatureManager = armatureManager;
_objectManager = objectManager;
_gameObjectService = gameObjectService;
}
public void Draw()
@@ -106,8 +110,8 @@ public class StateMonitoringTab
ImGui.Text($"Special: {kvPair.Key.Special.ToString()}");
ImGui.Text($"ToName: {kvPair.Key.ToName()}");
ImGui.Text($"ToNameWithoutOwnerName: {kvPair.Key.ToNameWithoutOwnerName()}");
if(kvPair.Key.Type == Penumbra.GameData.Enums.IdentifierType.Special)
ImGui.Text($"True actor: {kvPair.Key.GetTrueActorForSpecialType().ToName()}");
(var actorIdentifier, var specialResult) = _gameObjectService.GetTrueActorForSpecialTypeActor(kvPair.Key);
ImGui.Text($"True actor: {actorIdentifier.ToName()} ({specialResult})");
ImGui.Spacing();
ImGui.Spacing();

View File

@@ -14,6 +14,7 @@ using CustomizePlus.Configuration.Data;
using CustomizePlus.Profiles;
using CustomizePlus.Templates;
using CustomizePlus.Core.Helpers;
using CustomizePlus.Armatures.Services;
namespace CustomizePlus.UI.Windows.MainWindow.Tabs;
@@ -22,29 +23,23 @@ public class SettingsTab
private const uint DiscordColor = 0xFFDA8972;
private readonly PluginConfiguration _configuration;
private readonly TemplateManager _templateManager;
private readonly ProfileManager _profileManager;
private readonly ArmatureManager _armatureManager;
private readonly HookingService _hookingService;
private readonly SaveService _saveService;
private readonly TemplateEditorManager _templateEditorManager;
private readonly CPlusChangeLog _changeLog;
private readonly MessageService _messageService;
public SettingsTab(
PluginConfiguration configuration,
TemplateManager templateManager,
ProfileManager profileManager,
ArmatureManager armatureManager,
HookingService hookingService,
SaveService saveService,
TemplateEditorManager templateEditorManager,
CPlusChangeLog changeLog,
MessageService messageService)
{
_configuration = configuration;
_templateManager = templateManager;
_profileManager = profileManager;
_armatureManager = armatureManager;
_hookingService = hookingService;
_saveService = saveService;
_templateEditorManager = templateEditorManager;
_changeLog = changeLog;
_messageService = messageService;
@@ -63,6 +58,7 @@ public class SettingsTab
using (var child2 = ImRaii.Child("SettingsChild"))
{
DrawProfileApplicationSettings();
DrawInterface();
DrawCommands();
DrawAdvancedSettings();
@@ -96,6 +92,73 @@ public class SettingsTab
}
#endregion
#region Profile application settings
private void DrawProfileApplicationSettings()
{
var isShouldDraw = ImGui.CollapsingHeader("Profile Application");
if (!isShouldDraw)
return;
DrawApplyInCharacterWindowCheckbox();
DrawApplyInTryOnCheckbox();
DrawApplyInCardsCheckbox();
DrawApplyInInspectCheckbox();
}
private void DrawApplyInCharacterWindowCheckbox()
{
var isChecked = _configuration.ProfileApplicationSettings.ApplyInCharacterWindow;
if (CtrlHelper.CheckboxWithTextAndHelp("##applyincharwindow", "Apply Profiles in Character Window",
"Apply profile for your character in your main character window, if it is set.", ref isChecked))
{
_configuration.ProfileApplicationSettings.ApplyInCharacterWindow = isChecked;
_configuration.Save();
_armatureManager.RebindAllArmatures();
}
}
private void DrawApplyInTryOnCheckbox()
{
var isChecked = _configuration.ProfileApplicationSettings.ApplyInTryOn;
if (CtrlHelper.CheckboxWithTextAndHelp("##applyintryon", "Apply Profiles in Try-On Window",
"Apply profile for your character in your try-on, dye preview or glamour plate window, if it is set.", ref isChecked))
{
_configuration.ProfileApplicationSettings.ApplyInTryOn = isChecked;
_configuration.Save();
_armatureManager.RebindAllArmatures();
}
}
private void DrawApplyInCardsCheckbox()
{
var isChecked = _configuration.ProfileApplicationSettings.ApplyInCards;
if (CtrlHelper.CheckboxWithTextAndHelp("##applyincards", "Apply Profiles in Adventurer Cards",
"Apply appropriate profile for the adventurer card you are currently looking at.", ref isChecked))
{
_configuration.ProfileApplicationSettings.ApplyInCards = isChecked;
_configuration.Save();
_armatureManager.RebindAllArmatures();
}
}
private void DrawApplyInInspectCheckbox()
{
var isChecked = _configuration.ProfileApplicationSettings.ApplyInInspect;
if (CtrlHelper.CheckboxWithTextAndHelp("##applyininspect", "Apply Profiles in Inspect Window",
"Apply appropriate profile for the character you are currently inspecting.", ref isChecked))
{
_configuration.ProfileApplicationSettings.ApplyInInspect = isChecked;
_configuration.Save();
_armatureManager.RebindAllArmatures();
}
}
#endregion
#region Chat Commands Settings
private void DrawCommands()
{