Use actor identifiers in template editor

This commit is contained in:
RisaDev
2024-10-16 23:19:05 +03:00
parent 3781000d75
commit d6975591fe
9 changed files with 161 additions and 82 deletions

View File

@@ -11,6 +11,7 @@ using Dalamud.Plugin.Services;
using FFXIVClientStructs.FFXIV.Client.Graphics.Scene;
using OtterGui.Classes;
using OtterGui.Log;
using Penumbra.GameData.Actors;
using System;
using System.Collections.Generic;
using System.Linq;
@@ -63,12 +64,22 @@ public class TemplateEditorManager : IDisposable
/// <summary>
/// Name of the preview character for the editor
/// </summary>
public string CharacterName => EditorProfile.CharacterName;
public ActorIdentifier Character => EditorProfile.Character;
/// <summary>
/// Checks if preview character exists at the time of call
/// </summary>
public bool IsCharacterFound => _gameObjectService.FindActorsByName(CharacterName).Count() > 0;
public bool IsCharacterFound
{
get
{
//todo: check with mounts/companions
var playerName = _gameObjectService.GetCurrentPlayerName();
return _gameObjectService.FindActorsByIdentifier(Character)
.Where(x => x.Item1.Type != Penumbra.GameData.Enums.IdentifierType.Owned || x.Item1.PlayerName.ToString() == playerName)
.Any();
}
}
public bool IsKeepOnlyEditorProfileActive { get; set; } //todo
@@ -89,13 +100,13 @@ public class TemplateEditorManager : IDisposable
_clientState.Login += OnLogin;
EditorProfile = new Profile()
{
EditorProfile = new Profile()
{
Templates = new List<Template>(),
Enabled = false,
Name = "Template editor profile",
ProfileType = ProfileType.Editor,
CharacterName = configuration.EditorConfiguration.PreviewCharacterName ?? LowerString.Empty
Character = configuration.EditorConfiguration.PreviewCharacter
};
}
@@ -112,7 +123,7 @@ public class TemplateEditorManager : IDisposable
if (IsEditorActive || IsEditorPaused)
return false;
_logger.Debug($"Enabling editor profile for {template.Name} via character {CharacterName}");
_logger.Debug($"Enabling editor profile for {template.Name} via character {Character.Incognito(null)}");
CurrentlyEditedTemplateId = template.UniqueId;
_currentlyEditedTemplateOriginal = template;
@@ -124,8 +135,8 @@ public class TemplateEditorManager : IDisposable
Name = "Template editor temporary template"
};
if (string.IsNullOrWhiteSpace(CharacterName)) //safeguard
ChangeEditorCharacterInternal(_gameObjectService.GetCurrentPlayerName()); //will set EditorProfile.CharacterName
if (!Character.IsValid) //safeguard
ChangeEditorCharacterInternal(_gameObjectService.GetCurrentPlayerActorIdentifier()); //will set EditorProfile.Character
EditorProfile.Templates.Clear(); //safeguard
EditorProfile.Templates.Add(CurrentlyEditedTemplate);
@@ -133,7 +144,7 @@ public class TemplateEditorManager : IDisposable
HasChanges = false;
IsEditorActive = true;
_event.Invoke(TemplateChanged.Type.EditorEnabled, template, CharacterName);
_event.Invoke(TemplateChanged.Type.EditorEnabled, template, Character);
return true;
}
@@ -155,7 +166,7 @@ public class TemplateEditorManager : IDisposable
IsEditorActive = false;
HasChanges = false;
_event.Invoke(TemplateChanged.Type.EditorDisabled, null, CharacterName);
_event.Invoke(TemplateChanged.Type.EditorDisabled, null, Character);
return true;
}
@@ -172,24 +183,24 @@ public class TemplateEditorManager : IDisposable
_templateManager.ApplyBoneChangesAndSave(targetTemplate, CurrentlyEditedTemplate!);
}
public bool ChangeEditorCharacter(string characterName)
public bool ChangeEditorCharacter(ActorIdentifier character)
{
if (!IsEditorActive || CharacterName == characterName || IsEditorPaused || string.IsNullOrWhiteSpace(characterName))
if (!IsEditorActive || Character == character || IsEditorPaused || !character.IsValid)
return false;
return ChangeEditorCharacterInternal(characterName);
return ChangeEditorCharacterInternal(character);
}
private bool ChangeEditorCharacterInternal(string characterName)
private bool ChangeEditorCharacterInternal(ActorIdentifier character)
{
_logger.Debug($"Changing character name for editor profile from {EditorProfile.CharacterName} to {characterName}");
_logger.Debug($"Changing character name for editor profile from {EditorProfile.Character.Incognito(null)} to {character.Incognito(null)}");
EditorProfile.CharacterName = characterName;
EditorProfile.Character = character;
_configuration.EditorConfiguration.PreviewCharacterName = CharacterName;
_configuration.EditorConfiguration.PreviewCharacter = character;
_configuration.Save();
_event.Invoke(TemplateChanged.Type.EditorCharacterChanged, CurrentlyEditedTemplate, (characterName, EditorProfile));
_event.Invoke(TemplateChanged.Type.EditorCharacterChanged, CurrentlyEditedTemplate, (character, EditorProfile));
return true;
}
@@ -294,19 +305,19 @@ public class TemplateEditorManager : IDisposable
private void OnLogin()
{
if (_configuration.EditorConfiguration.SetPreviewToCurrentCharacterOnLogin ||
string.IsNullOrWhiteSpace(_configuration.EditorConfiguration.PreviewCharacterName))
!_configuration.EditorConfiguration.PreviewCharacter.IsValid)
{
var localPlayerName = _gameObjectService.GetCurrentPlayerName();
if(string.IsNullOrWhiteSpace(localPlayerName))
var localPlayer = _gameObjectService.GetCurrentPlayerActorIdentifier();
if(!localPlayer.IsValid)
{
_logger.Warning("Can't retrieve local player name on login");
_logger.Warning("Can't retrieve local player on login");
return;
}
if (_configuration.EditorConfiguration.PreviewCharacterName != localPlayerName)
if (_configuration.EditorConfiguration.PreviewCharacter != localPlayer)
{
_logger.Debug("Resetting editor character because automatic condition triggered in OnLogin");
ChangeEditorCharacterInternal(localPlayerName);
ChangeEditorCharacterInternal(localPlayer);
}
}
}