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https://github.com/DeltaV-Station/Delta-v.git
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Fashion is my profession - Procedural jumpsuit variants (#25888)
* add color field to clothing layers
* add support to randomsprite
* bababa
* finalize spriting work
* add to game
* fix
* remove space
* edit patelle, +1 decor variant
* added only pants, some sprite fix
* inflation
* fix mixed
* not tested commit
* Revert "not tested commit"
This reverts commit 4a904df3452263e87c9cb819ab5d8cf411ebe468.
* naked human is fun
* update
* add new style
* some sprite pixel tweak
* Update meta.json
(cherry picked from commit 986ac589b4)
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@@ -1,3 +1,5 @@
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using Content.Client.Clothing;
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using Content.Shared.Clothing.Components;
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using Content.Shared.Sprite;
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using Robust.Client.GameObjects;
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using Robust.Shared.GameStates;
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@@ -8,6 +10,7 @@ namespace Content.Client.Sprite;
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public sealed class RandomSpriteSystem : SharedRandomSpriteSystem
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{
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[Dependency] private readonly IReflectionManager _reflection = default!;
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[Dependency] private readonly ClientClothingSystem _clothing = default!;
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public override void Initialize()
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{
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@@ -31,10 +34,29 @@ public sealed class RandomSpriteSystem : SharedRandomSpriteSystem
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component.Selected.Add(layer.Key, layer.Value);
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}
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UpdateAppearance(uid, component);
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UpdateSpriteComponentAppearance(uid, component);
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UpdateClothingComponentAppearance(uid, component);
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}
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private void UpdateAppearance(EntityUid uid, RandomSpriteComponent component, SpriteComponent? sprite = null)
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private void UpdateClothingComponentAppearance(EntityUid uid, RandomSpriteComponent component, ClothingComponent? clothing = null)
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{
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if (!Resolve(uid, ref clothing, false))
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return;
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if (clothing.ClothingVisuals == null)
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return;
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foreach (var slotPair in clothing.ClothingVisuals)
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{
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foreach (var keyColorPair in component.Selected)
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{
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_clothing.SetLayerColor(clothing, slotPair.Key, keyColorPair.Key, keyColorPair.Value.Color);
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_clothing.SetLayerState(clothing, slotPair.Key, keyColorPair.Key, keyColorPair.Value.State);
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}
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}
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}
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private void UpdateSpriteComponentAppearance(EntityUid uid, RandomSpriteComponent component, SpriteComponent? sprite = null)
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{
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if (!Resolve(uid, ref sprite, false))
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return;
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@@ -55,7 +77,6 @@ public sealed class RandomSpriteSystem : SharedRandomSpriteSystem
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continue;
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}
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}
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sprite.LayerSetState(index, layer.Value.State);
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sprite.LayerSetColor(index, layer.Value.Color ?? Color.White);
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}
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