add: Item Manager
This commit is contained in:
9
Package/embedded/Miscs/SkinDyeMaterial.tres
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9
Package/embedded/Miscs/SkinDyeMaterial.tres
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@@ -0,0 +1,9 @@
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[gd_resource type="ShaderMaterial" load_steps=2 format=3 uid="uid://cegp8r6cj3jqj"]
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[ext_resource type="Shader" path="res://embedded/Miscs/SkinDyeShader.gdshader" id="1_31kjt"]
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[resource]
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shader = ExtResource("1_31kjt")
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shader_parameter/old_palette = null
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shader_parameter/new_palette = null
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shader_parameter/glowing = null
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50
Package/embedded/Miscs/SkinDyeShader.gdshader
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50
Package/embedded/Miscs/SkinDyeShader.gdshader
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@@ -0,0 +1,50 @@
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shader_type canvas_item;
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uniform vec4 old_palette[32];
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uniform vec4 new_palette[32];
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uniform int glowing[32];
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const float pe = 0.004;
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struct DyeResult{
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vec4 color;
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int index;
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};
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DyeResult dye(vec4 color){
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for(int i = 0; i<32; i++){
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if(distance(color, old_palette[i]) < pe){
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return DyeResult(new_palette[i], i);
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}
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}
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return DyeResult(color, -1);
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}
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vec4 rgb2hsv(vec4 inp){
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vec3 c = inp.rgb;
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vec4 K = vec4(0.0, -1.0 / 3.0, 2.0 / 3.0, -1.0);
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vec4 p = mix(vec4(c.bg, K.wz), vec4(c.gb, K.xy), step(c.b, c.g));
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vec4 q = mix(vec4(p.xyw, c.r), vec4(c.r, p.yzx), step(p.x, c.r));
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float d = q.x - min(q.w, q.y);
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float e = 1.0e-10;
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return vec4(abs(q.z + (q.w - q.y) / (6.0 * d + e)), d / (q.x + e), q.x, inp.a);
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}
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vec4 hsv2rgb(vec4 inp){
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vec3 c = inp.xyz;
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vec4 K = vec4(1.0, 2.0 / 3.0, 1.0 / 3.0, 3.0);
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vec3 p = abs(fract(c.xxx + K.xyz) * 6.0 - K.www);
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return vec4( c.z * mix(K.xxx, clamp(p - K.xxx, 0.0, 1.0), c.y), inp.a);
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}
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void fragment() {
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DyeResult dy = dye(texture(TEXTURE, UV));
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if(dy.index != -1 && glowing[dy.index] == 1){
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vec4 hsv = rgb2hsv(dy.color);
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hsv.z += sin(TIME*1.5)*0.1;
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COLOR = hsv2rgb(hsv);
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}
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else{
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COLOR = dy.color;
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}
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}
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@@ -8,6 +8,7 @@ using Polonium.Attributes;
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using Polonium;
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using Polonium.Interfaces;
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using System.Collections.Generic;
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using Polonium.Agents;
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// ReSharper disable once CheckNamespace
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public static partial class GlobalRegistry
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@@ -28,21 +29,18 @@ public static partial class GlobalRegistry
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public static class Asset<T> where T : Node
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{
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private static readonly Queue<T> Pool = new();
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// ReSharper disable once StaticMemberInGenericType
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// ReSharper disable once UnusedAutoPropertyAccessor.Global
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public static PackedScene Scene { get; set; }
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private static T Instance => Scene.Instantiate<T>();
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public static T Get() => Pool.Count > 0 ? Pool.Dequeue() : Instance;
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public static void Return(T obj)
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{
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if(Pool.Count < 10)
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Pool.Enqueue(obj);
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else
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obj.QueueFree();
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}
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public static PackedScene Scene => PoloniumRegistry.Asset<T>.Scene;
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public static T Get() => PoloniumRegistry.Asset<T>.Get();
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public static void Return(T obj) => PoloniumRegistry.Asset<T>.Return(obj);
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}
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public static partial class Action<TAction> where TAction : AgentAction
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{
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public static string Name => PoloniumRegistry.Action<TAction>.Name;
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}
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public static PoloniumRegistry PoloniumRegistry => PoloniumRegistry.Instance;
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public static bool Paused { get; set; }
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public static void Prepare() => PoloniumRegistry.Prepare();
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151
Package/embedded/Patches/SkinPaletteRegister.p.cs
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151
Package/embedded/Patches/SkinPaletteRegister.p.cs
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@@ -0,0 +1,151 @@
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using System.Reflection;
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using Godot;
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using Polonium;
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using Polonium.Attributes;
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using Polonium.SkinManagers.Generic;
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using System;
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using System.Collections.Generic;
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using System.Linq;
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using Skin = Polonium.SkinManagers.Skin;
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[AutoRegister]
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// ReSharper disable once CheckNamespace
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public static class SkinPaletteRegister
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{
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public static void Register()
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{
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Type gr = typeof(PoloniumRegistry.SkinRegistry<>);
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Assembly assembly = Assembly.GetExecutingAssembly();
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IEnumerable<Type> skinTypes = assembly
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.GetTypes()
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.Where(t => t.IsSubclassOf(typeof(Skin)) && !t.IsAbstract)
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.Where(t => t.GetCustomAttributes(typeof(SkinInfo), true).Any());
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foreach (Type skinType in skinTypes)
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{
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Type ist = gr.MakeGenericType(skinType);
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string pth = skinType.GetCustomAttribute<SkinInfo>()!.Path;
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int k = skinType.GetCustomAttribute<SkinInfo>()!.Roots;
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PropertyInfo paletteRoots = ist.GetProperty("PaletteRoots");
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PropertyInfo paletteMap = ist.GetProperty("PaletteMap");
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Color[] roots;
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Dictionary<Color, Color[]> map;
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if (IsAutoPalette(skinType))
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(roots, map) = KMean(ExtractColors(pth), k);
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else
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(roots, map) = GetPalette(pth);
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paletteRoots!.SetValue(null, roots);
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paletteMap!.SetValue(null, map);
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}
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}
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private static bool IsAutoPalette(Type type)
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{
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Type x = type;
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while (x != typeof(object) && x != null)
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{
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if (x.IsGenericType && x.GetGenericTypeDefinition() == typeof(AutoPaletteSkin<>))
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return true;
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x = x.BaseType;
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}
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return false;
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}
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private static HashSet<Color> ExtractColors(string path)
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{
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HashSet<Color> colors = new();
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CompressedTexture2D texture = ResourceLoader.Load<CompressedTexture2D>(path);
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Image image = texture.GetImage();
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for (int x = 0; x < image.GetWidth(); x++)
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for (int y = 0; y < image.GetHeight(); y++)
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{
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Color px = image.GetPixel(x, y);
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if (px.A8 > 0)
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colors.Add(px);
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}
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return colors;
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}
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private static (Color[], Dictionary<Color, Color[]>) GetPalette(string path)
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{
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//HashSet<Color> colors = ExtractColors(path);
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HashSet<Color> colors = new();
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Dictionary<Color, HashSet<Color>> map = new();
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CompressedTexture2D texture = ResourceLoader.Load<CompressedTexture2D>(path);
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Image image = texture.GetImage();
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int height = image.GetHeight();
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int width = image.GetWidth();
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for (int y = height - 32; y < height; y++)
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{
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Color px0 = image.GetPixel(width-32, y);
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if (px0.A8 == 0)
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break;
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colors.Add(px0);
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map[px0] = new HashSet<Color> { px0 };
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for (int x = width - 32; x < width; x++)
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{
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Color px = image.GetPixel(x, y);
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if (px.A8 == 0)
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break;
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map[px0].Add(px);
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}
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}
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return (colors.ToArray(), map.ToDictionary(p => p.Key, p => p.Value.ToArray()));
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}
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private static (Color[], Dictionary<Color, Color[]>) KMean(HashSet<Color> colors, int k)
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{
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var colorPoints = colors.ToList();
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var random = new Random();
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Color[] centroids = colorPoints.OrderBy(x => random.Next()).Take(k).ToArray();
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bool hasConverged = false;
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Dictionary<Color, List<Color>> clusters = new();
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while (!hasConverged)
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{
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clusters = centroids.ToDictionary(c => c, c => new List<Color>());
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foreach (Color color in colorPoints)
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{
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Color nearestCentroid = centroids.OrderBy(c => c.DistanceTo(color)).First();
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clusters[nearestCentroid].Add(color);
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}
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hasConverged = true;
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for (int i = 0; i < centroids.Length; i++)
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{
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if (clusters[centroids[i]].Count == 0) continue;
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Color newCentroid = clusters[centroids[i]].AverageColor();
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if (!newCentroid.Equals(centroids[i]))
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{
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centroids[i] = newCentroid;
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hasConverged = false;
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}
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}
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}
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Dictionary<Color, Color[]> resultMap = clusters.ToDictionary(
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kvp => kvp.Key,
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kvp => kvp.Value.ToArray()
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);
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return (centroids, resultMap);
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}
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private static Vector4 ToVector(this Color a) => new(a.R, a.G, a.B, a.A);
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private static double DistanceTo(this Color a, Color b) => a.ToVector().DistanceTo(b.ToVector());
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private static Color ToColor(this Vector4 a) => new Color(a.X, a.Y, a.Z, a.W);
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private static Color AverageColor(this IEnumerable<Color> a)
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{
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Vector4[] aa = a.Select(x => x.ToVector()).ToArray();
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Vector4 res = Vector4.Zero;
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foreach (Vector4 c in aa)
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res += c;
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return (res / aa.Length).ToColor();
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}
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}
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@@ -5,9 +5,9 @@ namespace Polonium.Agents;
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public abstract partial class ActionSet : Node
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{
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[Signal]
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public delegate void ActionSubmittedEventHandler(ActionBody action);
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public HashSet<AgentAction.Template> Templates { get; set; } = new();
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public virtual void Learn(AgentAction.Template template) => Templates.Add(template);
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}
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@@ -15,7 +15,6 @@ public abstract partial class Agent : Node
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{
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Knowledge = GetNode<Knowledge>("Knowledge");
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ActionSet = GetNode<ActionSet>("ActionSet");
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ActionSet.ActionSubmitted += ExecuteAction;
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}
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public sealed override void _Ready()
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@@ -34,6 +33,14 @@ public abstract partial class Agent : Node
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header.SetSender(this);
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EmitSignalActionExecuted(header, actionBody);
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}
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public void Act<TAction>(AgentAction.Parameter parameter)
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where TAction : AgentAction
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{
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AgentAction.Template template = ActionSet.Templates
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.FirstOrDefault(t => t.ActionName == PoloniumRegistry.Action<TAction>.Name);
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}
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}
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60
src/Agents/AgentAction.cs
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60
src/Agents/AgentAction.cs
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@@ -0,0 +1,60 @@
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using Godot;
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namespace Polonium.Agents;
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public abstract partial class AgentAction : Node
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{
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public abstract class Parameter
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{
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}
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public virtual void SetParameter(Parameter p)
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{
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}
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public abstract void Execute();
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public abstract void Finish();
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public abstract void Reset();
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public abstract class Template : PoloniumTemplate<AgentAction>
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{
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public abstract string ActionName { get; }
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public abstract Template Copy { get; }
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}
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public class Template<TAction> : Template
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where TAction : AgentAction
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{
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public override string ActionName => PoloniumRegistry.Action<TAction>.Name;
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public override TAction Get
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{
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get
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{
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TAction res = PoloniumRegistry.Asset<TAction>.Get();
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res.Reset();
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Modify(res);
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return res;
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}
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}
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public override void Modify(AgentAction obj)
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{
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if (obj is not TAction act)
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return;
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Modify(act);
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}
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public void Return(TAction res) => PoloniumRegistry.Asset<TAction>.Return(res);
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public override Template Copy => new Template<TAction> { };
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public virtual void Modify(TAction action)
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{
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}
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}
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}
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@@ -1,8 +1,12 @@
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using Godot;
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using Polonium.Resources;
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namespace Polonium.Agents;
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public abstract partial class Knowledge : Node
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{
|
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|
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}
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[Signal]
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public delegate void KnowledgeUpdatedEventHandler(KnowledgePatch update);
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public abstract void UpdateKnowledge(KnowledgePatch update);
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}
|
||||
|
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@@ -5,7 +5,7 @@ namespace Polonium.Agents;
|
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|
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public abstract partial class World : Node
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{
|
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private WorldModel Model { get; set; }
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protected WorldModel Model { get; set; }
|
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public HashSet<Agent> Agents { get; } = new();
|
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public Knowledge CommonKnowledge { get; set; }
|
||||
|
||||
|
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@@ -11,7 +11,7 @@ public abstract partial class WorldModel : Node
|
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[Signal]
|
||||
public delegate void PrivateKnowledgeUpdatedEventHandler(SignalHeader header, KnowledgePatch update);
|
||||
|
||||
private Knowledge WorldKnowledge { get; set; }
|
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protected Knowledge WorldKnowledge { get; set; }
|
||||
|
||||
public override void _Ready()
|
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{
|
||||
|
||||
8
src/Attributes/SkinInfo.cs
Normal file
8
src/Attributes/SkinInfo.cs
Normal file
@@ -0,0 +1,8 @@
|
||||
namespace Polonium.Attributes;
|
||||
[AttributeUsage(AttributeTargets.Class)]
|
||||
public class SkinInfo(string path, int roots = 1) : Attribute
|
||||
{
|
||||
public string Path { get; set; } = path;
|
||||
public int Roots { get; set; } = roots;
|
||||
|
||||
}
|
||||
33
src/ItemManagers/Generic/SkinItem.cs
Normal file
33
src/ItemManagers/Generic/SkinItem.cs
Normal file
@@ -0,0 +1,33 @@
|
||||
using Godot;
|
||||
using Polonium.SkinManagers.Generic;
|
||||
|
||||
namespace Polonium.ItemManagers.Generic;
|
||||
|
||||
public abstract partial class SkinItem<TItem, TSkin> : SkinItem
|
||||
where TItem : SkinItem<TItem, TSkin>
|
||||
where TSkin : Skin<TSkin>
|
||||
{
|
||||
public new TSkin Skin
|
||||
{
|
||||
get => base.Skin as TSkin;
|
||||
set => base.Skin = value;
|
||||
}
|
||||
|
||||
public new abstract class Template : SkinItem.Template
|
||||
{
|
||||
public Dictionary<int, (Color, bool)> DyeInfo { get; set; } = new();
|
||||
public override SkinItem Get => GenericGet<TItem, TSkin>();
|
||||
|
||||
public virtual void Return(TItem item) => GenericReturn<TItem, TSkin>(item);
|
||||
|
||||
public override void Modify(SkinItem obj)
|
||||
{
|
||||
foreach (int key in DyeInfo.Keys)
|
||||
{
|
||||
(Color c, bool g) = DyeInfo[key];
|
||||
obj.Skin.Dye(key, c, g);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
}
|
||||
36
src/ItemManagers/Item.cs
Normal file
36
src/ItemManagers/Item.cs
Normal file
@@ -0,0 +1,36 @@
|
||||
using Godot;
|
||||
|
||||
namespace Polonium.ItemManagers;
|
||||
|
||||
public abstract partial class Item : Node
|
||||
{
|
||||
public Texture2D ItemIcon { get; set; }
|
||||
public abstract class Template : PoloniumTemplate<Item>
|
||||
{
|
||||
}
|
||||
|
||||
public class Template<TItem> : Template
|
||||
where TItem : Item
|
||||
{
|
||||
public override Item Get
|
||||
{
|
||||
get
|
||||
{
|
||||
TItem res = PoloniumRegistry.Asset<TItem>.Get();
|
||||
Modify(res);
|
||||
return res;
|
||||
}
|
||||
}
|
||||
|
||||
public override void Modify(Item obj)
|
||||
{
|
||||
if (obj is not TItem item)
|
||||
return;
|
||||
Modify(item);
|
||||
}
|
||||
|
||||
public virtual void Modify(TItem res)
|
||||
{
|
||||
}
|
||||
}
|
||||
}
|
||||
53
src/ItemManagers/SkinItem.cs
Normal file
53
src/ItemManagers/SkinItem.cs
Normal file
@@ -0,0 +1,53 @@
|
||||
using Polonium.SkinManagers;
|
||||
|
||||
namespace Polonium.ItemManagers;
|
||||
|
||||
public abstract partial class SkinItem : Item
|
||||
{
|
||||
public Skin Skin { get; set; }
|
||||
|
||||
public virtual void Reset()
|
||||
{
|
||||
}
|
||||
|
||||
public new abstract class Template : PoloniumTemplate<SkinItem>
|
||||
{
|
||||
protected SkinItem Instance { get; set; }
|
||||
|
||||
protected virtual TItem GenericGet<TItem, TSkin>()
|
||||
where TItem : SkinItem
|
||||
where TSkin : Skin
|
||||
{
|
||||
TItem res = PoloniumRegistry.Asset<TItem>.Get();
|
||||
res.Reset();
|
||||
res.Skin = GetSkin<TSkin>();
|
||||
Modify(res);
|
||||
return res;
|
||||
}
|
||||
|
||||
protected virtual void GenericReturn<TItem, TSkin>(TItem item)
|
||||
where TItem : SkinItem
|
||||
where TSkin : Skin
|
||||
{
|
||||
ReturnSkin(item.Skin as TSkin);
|
||||
item.Skin = null;
|
||||
PoloniumRegistry.Asset<TItem>.Return(item);
|
||||
}
|
||||
|
||||
protected virtual TSkin GetSkin<TSkin>()
|
||||
where TSkin : Skin
|
||||
{
|
||||
TSkin res = PoloniumRegistry.Asset<TSkin>.Get();
|
||||
res.Init();
|
||||
return res;
|
||||
}
|
||||
|
||||
protected virtual void ReturnSkin<TSkin>(TSkin skin)
|
||||
where TSkin : Skin
|
||||
{
|
||||
PoloniumRegistry.Asset<TSkin>.Return(skin);
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
}
|
||||
@@ -32,6 +32,39 @@ public class PoloniumRegistry
|
||||
// ReSharper disable once CollectionNeverQueried.Global
|
||||
[RegistryPassThrough(true)]
|
||||
public HashSet<ITimeConsumer> TimeConsumers { get; } = new();
|
||||
|
||||
|
||||
public static class Action<TAction>
|
||||
where TAction : AgentAction
|
||||
{
|
||||
// ReSharper disable once StaticMemberInGenericType
|
||||
public static string Name { get; set; }
|
||||
}
|
||||
|
||||
|
||||
public static class SkinRegistry<TSkin>
|
||||
where TSkin : Polonium.SkinManagers.Skin
|
||||
{
|
||||
// ReSharper disable once StaticMemberInGenericType
|
||||
public static Color[] PaletteRoots { get; set; }
|
||||
// ReSharper disable once StaticMemberInGenericType
|
||||
public static Dictionary<Color, Color[]> PaletteMap { get; set; }
|
||||
}
|
||||
|
||||
public static class Asset<TAsset>
|
||||
where TAsset : Node
|
||||
{
|
||||
private static readonly Queue<TAsset> Pool = new();
|
||||
public static PackedScene Scene { get; set; }
|
||||
private static TAsset Instance => Scene.Instantiate<TAsset>();
|
||||
public static TAsset Get() => Pool.Count > 0 ? Pool.Dequeue() : Instance;
|
||||
|
||||
public static void Return(TAsset asset)
|
||||
{
|
||||
if (Pool.Count < 10)
|
||||
Pool.Enqueue(asset);
|
||||
else
|
||||
asset.QueueFree();
|
||||
}
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
7
src/PoloniumTemplate.cs
Normal file
7
src/PoloniumTemplate.cs
Normal file
@@ -0,0 +1,7 @@
|
||||
namespace Polonium;
|
||||
|
||||
public abstract class PoloniumTemplate<TObj>
|
||||
{
|
||||
public abstract TObj Get { get; }
|
||||
public abstract void Modify(TObj obj);
|
||||
}
|
||||
@@ -6,7 +6,7 @@ namespace Polonium.Resources;
|
||||
public abstract partial class SignalHeader : Resource
|
||||
{
|
||||
|
||||
public abstract Agent[] ResolveReceivers();
|
||||
public abstract IEnumerable<Agent> ResolveReceivers();
|
||||
public abstract Agent ResolveSender();
|
||||
|
||||
public abstract void SetSender(Agent agent);
|
||||
|
||||
8
src/SkinManagers/Generic/AutoPaletteSkin.cs
Normal file
8
src/SkinManagers/Generic/AutoPaletteSkin.cs
Normal file
@@ -0,0 +1,8 @@
|
||||
namespace Polonium.SkinManagers.Generic;
|
||||
|
||||
public abstract partial class AutoPaletteSkin<TSkin> : Skin<TSkin>
|
||||
where TSkin : AutoPaletteSkin<TSkin>
|
||||
{
|
||||
protected override int Columns => 1;
|
||||
protected override int Rows => 1;
|
||||
}
|
||||
12
src/SkinManagers/Generic/Skin.cs
Normal file
12
src/SkinManagers/Generic/Skin.cs
Normal file
@@ -0,0 +1,12 @@
|
||||
|
||||
using Godot;
|
||||
|
||||
namespace Polonium.SkinManagers.Generic;
|
||||
|
||||
public abstract partial class Skin<TSkin> : Skin
|
||||
where TSkin : Skin<TSkin>
|
||||
{
|
||||
protected override int RootCount => PaletteRoots.Length;
|
||||
protected override Color[] PaletteRoots => PoloniumRegistry.SkinRegistry<TSkin>.PaletteRoots;
|
||||
protected override Dictionary<Color, Color[]> PaletteMap => PoloniumRegistry.SkinRegistry<TSkin>.PaletteMap;
|
||||
}
|
||||
112
src/SkinManagers/Skin.cs
Normal file
112
src/SkinManagers/Skin.cs
Normal file
@@ -0,0 +1,112 @@
|
||||
using Godot;
|
||||
|
||||
namespace Polonium.SkinManagers;
|
||||
|
||||
public abstract partial class Skin : Sprite2D
|
||||
{
|
||||
protected abstract int Columns { get; }
|
||||
protected abstract int Rows { get; }
|
||||
|
||||
protected virtual string ShaderMaterialPath => "res://embedded/Miscs/SkinDyeMaterial.tres";
|
||||
|
||||
protected ShaderMaterial ShaderMaterial
|
||||
{
|
||||
get => Material as ShaderMaterial;
|
||||
set => Material = value;
|
||||
}
|
||||
|
||||
protected abstract Color[] PaletteRoots { get; }
|
||||
|
||||
protected abstract Dictionary<Color, Color[]> PaletteMap { get; }
|
||||
protected Color[] DyeMap { get; set; }
|
||||
protected int[] GlowingMap { get; set; }
|
||||
protected abstract int RootCount { get; }
|
||||
|
||||
private struct DyeInfo
|
||||
{
|
||||
public Color[] ColorFrom;
|
||||
public Color[] ColorTo;
|
||||
public int[] Glowing;
|
||||
}
|
||||
|
||||
|
||||
private DyeInfo FullDyePair
|
||||
{
|
||||
get
|
||||
{
|
||||
List<Color> colorFrom = new List<Color>();
|
||||
List<Color> colorTo = new List<Color>();
|
||||
List<int> glowing = new List<int>();
|
||||
for (int i = 0; i < PaletteRoots.Length; i++)
|
||||
{
|
||||
Color rootSource = PaletteRoots[i];
|
||||
Color rootTarget = DyeMap[i];
|
||||
int isGlowing = GlowingMap[i];
|
||||
foreach (Color c in PaletteMap[rootSource])
|
||||
{
|
||||
colorFrom.Add(c);
|
||||
float h = c.H + rootTarget.H - rootSource.H;
|
||||
if (h > 0)
|
||||
h -= 1;
|
||||
if (h < 0)
|
||||
h += 1;
|
||||
float s = rootSource.S > 0
|
||||
? Math.Max(0, Math.Min(1, c.S * (rootTarget.S / rootSource.S)))
|
||||
: Math.Max(0, Math.Min(1, rootTarget.S + (c.S - rootSource.S)));
|
||||
|
||||
float v = rootSource.V > 0
|
||||
? Math.Max(0, Math.Min(1, c.V * (rootTarget.V / rootSource.V)))
|
||||
: Math.Max(0, Math.Min(1, rootTarget.V + (c.V - rootSource.V)));
|
||||
colorTo.Add(Color.FromHsv(h, s, v, rootTarget.A));
|
||||
glowing.Add(isGlowing);
|
||||
}
|
||||
|
||||
}
|
||||
while (colorFrom.Count < 32)
|
||||
{
|
||||
colorFrom.Add(Color.Color8(1, 2, 3, 4));
|
||||
colorTo.Add(Color.Color8(1, 2, 3, 4));
|
||||
glowing.Add(0);
|
||||
}
|
||||
|
||||
return new DyeInfo(){ ColorFrom = colorFrom.ToArray(), ColorTo = colorTo.ToArray(), Glowing = glowing.ToArray() };
|
||||
}
|
||||
}
|
||||
|
||||
public virtual void Init()
|
||||
{
|
||||
Hframes = Columns;
|
||||
Vframes = Rows;
|
||||
if (DyeMap is null || DyeMap.Length != PaletteRoots.Length)
|
||||
{
|
||||
DyeMap = new Color[PaletteRoots.Length];
|
||||
GlowingMap = new int[PaletteRoots.Length];
|
||||
for (int i = 0; i < PaletteRoots.Length; i++)
|
||||
{
|
||||
DyeMap[i] = PaletteRoots[i];
|
||||
GlowingMap[i] = 0;
|
||||
}
|
||||
}
|
||||
|
||||
ShaderMaterial = ResourceLoader
|
||||
.Load<ShaderMaterial>(ShaderMaterialPath)
|
||||
.Duplicate() as ShaderMaterial;
|
||||
Rerender();
|
||||
}
|
||||
|
||||
private void Rerender()
|
||||
{
|
||||
DyeInfo info = FullDyePair;
|
||||
ShaderMaterial.SetShaderParameter("old_palette", info.ColorFrom);
|
||||
ShaderMaterial.SetShaderParameter("new_palette", info.ColorTo);
|
||||
ShaderMaterial.SetShaderParameter("glowing", info.Glowing);
|
||||
}
|
||||
|
||||
public void Dye(int rootIdx, Color target, bool glowing = false)
|
||||
{
|
||||
DyeMap[rootIdx] = target;
|
||||
GlowingMap[rootIdx] = glowing ? 1 : 0;
|
||||
Rerender();
|
||||
}
|
||||
|
||||
}
|
||||
43
src/SkinManagers/SkinPacker.cs
Normal file
43
src/SkinManagers/SkinPacker.cs
Normal file
@@ -0,0 +1,43 @@
|
||||
using Godot;
|
||||
|
||||
namespace Polonium.SkinManagers;
|
||||
|
||||
public abstract partial class SkinPacker : Node2D
|
||||
{
|
||||
public Node2D SkinCollector { get; set; }
|
||||
protected Skin[] CollectedSkins => SkinCollector
|
||||
.GetChildren()
|
||||
.OfType<Skin>()
|
||||
.ToArray();
|
||||
|
||||
private Vector2I BackingFrameCoords { get; set; }
|
||||
|
||||
[Export]
|
||||
protected Vector2I FrameCoords
|
||||
{
|
||||
get => BackingFrameCoords;
|
||||
set
|
||||
{
|
||||
BackingFrameCoords = value;
|
||||
UpdateSkins();
|
||||
}
|
||||
}
|
||||
|
||||
private void UpdateSkins()
|
||||
{
|
||||
if (SkinCollector is not null)
|
||||
foreach(Skin skin in CollectedSkins)
|
||||
skin.FrameCoords = FrameCoords;
|
||||
}
|
||||
|
||||
public AnimationPlayer SyncPlayer { get; set; }
|
||||
|
||||
public override void _Ready()
|
||||
{
|
||||
base._Ready();
|
||||
SyncPlayer = GetNode<AnimationPlayer>("AnimationPlayer");
|
||||
SkinCollector = GetNode<Node2D>("SkinCollector");
|
||||
}
|
||||
|
||||
|
||||
}
|
||||
Reference in New Issue
Block a user