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Core - Add ArmorPiece.cs & ArmorSet.cs & rename 'ArmorPieceDescription' to 'ArmorSetDescription'
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96
PckStudio.Core/ArmorSetDescription.cs
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96
PckStudio.Core/ArmorSetDescription.cs
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using System;
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using System.Collections.Generic;
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using System.Drawing;
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using System.IO;
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using System.Linq;
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using System.Text;
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using System.Threading.Tasks;
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using PckStudio.Core.Extensions;
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using PckStudio.Interfaces;
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namespace PckStudio.Core
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{
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public sealed class ArmorSetDescription
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{
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private static readonly Dictionary<string, ArmorSetDescription> _pathLookUp = new Dictionary<string, ArmorSetDescription>();
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private static readonly string _resourcePath = ResourceLocations.GetFromCategory(ResourceCategory.ArmorTextures).FullPath;
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public static ArmorSetDescription Empty = new ArmorSetDescription(string.Empty, 0, 0);
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public static ArmorSetDescription Leather = new ArmorSetDescription("cloth", layerCount: 1);
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public static ArmorSetDescription Chain = new ArmorSetDescription("chain");
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public static ArmorSetDescription Iron = new ArmorSetDescription("iron");
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public static ArmorSetDescription Gold = new ArmorSetDescription("gold");
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public static ArmorSetDescription Diamond = new ArmorSetDescription("diamond");
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public static ArmorSetDescription Turtle = new ArmorSetDescription("turtle", textureCount: 1);
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public string Name { get; }
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public int LayerCount { get; }
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public int TextureCount { get; }
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public int AssetCount { get; }
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public bool IsEmpty => this == Empty;
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private ArmorSetDescription(string name, int layerCount = 0, int textureCount = 2)
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{
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Name = name;
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if (string.IsNullOrEmpty(name) && layerCount == 0 && textureCount == 0)
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return;
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LayerCount = Math.Min(Math.Max(layerCount, 0), ('z' - 'b'));
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TextureCount = Math.Max(textureCount, 1);
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AssetCount = (LayerCount + 1) * TextureCount;
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foreach (var path in GetArmorNames())
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{
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_pathLookUp.Add(path, this);
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}
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}
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public static ArmorSetDescription GetFromAssetName(string name)
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{
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return _pathLookUp.ContainsKey(name ?? string.Empty) ? _pathLookUp[name] : Empty;
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}
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public string[] GetAssetPaths() => GetArmorNames().Select(name => Path.Combine($"{_resourcePath}/", name)).ToArray();
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public string[] GetArmorNames()
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{
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if (AssetCount <= 0)
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return Array.Empty<string>();
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string[] result = new string[AssetCount];
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for (int i = 0; i < TextureCount; i++)
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{
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string assetPath = $"{Name}_{i + 1}";
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result[i * (LayerCount + 1)] = assetPath;
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for (int j = 0; j < LayerCount; j++)
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{
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result[i * TextureCount + 1 + j] = $"{assetPath}_{Convert.ToChar('b' + j)}";
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}
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}
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return result;
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}
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public ArmorSet GetArmorSet(ITryGet<string, Image> tryGetTexture)
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{
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Image baseTexture = default;
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Image overlayTexture = default;
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string[] assetPaths = GetAssetPaths();
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if (TextureCount < 2 && tryGetTexture.TryGet(assetPaths[0], out Image t0))
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{
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return new ArmorSet(Name, t0.Combine(t0, ImageLayoutDirection.Vertical), overlayTexture);
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}
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for (int i = 0; i < TextureCount / 2; i++)
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{
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if (tryGetTexture.TryGet(assetPaths[i + 0], out Image t1) &&
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tryGetTexture.TryGet(assetPaths[i + 1], out Image t2))
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{
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baseTexture = t1.Combine(t2, ImageLayoutDirection.Vertical);
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}
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}
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if (LayerCount > 0 &&
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tryGetTexture.TryGet(assetPaths[2], out Image t3) &&
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tryGetTexture.TryGet(assetPaths[3], out Image t4))
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{
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overlayTexture = t3.Combine(t4, ImageLayoutDirection.Vertical);
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}
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return new ArmorSet(Name, baseTexture, overlayTexture);
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}
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}
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}
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