Files
PCK-Studio/MinecraftUSkinEditor/Classes/Utils/SkinANIM.cs

102 lines
2.5 KiB
C#

using System;
using System.Collections;
using System.Linq;
using System.Text;
using System.Text.RegularExpressions;
namespace PckStudio.Classes.Utils
{
[Flags]
public enum eANIM_EFFECTS : int
{
STATIC_ARMS = 1 << 0,
ZOMBIE_ARMS = 1 << 1,
STATIC_LEGS = 1 << 2,
BAD_SANTA = 1 << 3,
unk_BIT4 = 1 << 4, // Whatever effect this is should be a simple one as it's existed for a while
SYNCED_LEGS = 1 << 5,
SYNCED_ARMS = 1 << 6,
STATUE_OF_LIBERTY = 1 << 7,
ALL_ARMOR_DISABLED = 1 << 8,
HEAD_BOBBING_DISABLED = 1 << 9,
HEAD_DISABLED = 1 << 10,
RIGHT_ARM_DISABLED = 1 << 11,
LEFT_ARM_DISABLED = 1 << 12,
BODY_DISABLED = 1 << 13,
RIGHT_LEG_DISABLED = 1 << 14,
LEFT_LEG_DISABLED = 1 << 15,
HEAD_OVERLAY_DISABLED = 1 << 16,
DO_BACKWARDS_CROUCH = 1 << 17,
RESOLUTION_64x64 = 1 << 18,
SLIM_MODEL = 1 << 19,
LEFT_ARM_OVERLAY_DISABLED = 1 << 20,
RIGHT_ARM_OVERLAY_DISABLED = 1 << 21,
LEFT_LEG_OVERLAY_DISABLED = 1 << 22,
RIGHT_LEG_OVERLAY_DISABLED = 1 << 23,
BODY_OVERLAY_DISABLED = 1 << 24,
FORCE_HEAD_ARMOR = 1 << 25,
FORCE_RIGHT_ARM_ARMOR = 1 << 26,
FORCE_LEFT_ARM_ARMOR = 1 << 27,
FORCE_BODY_ARMOR = 1 << 28,
FORCE_RIGHT_LEG_ARMOR = 1 << 29,
FORCE_LEFT_LEG_ARMOR = 1 << 30,
DINNERBONE = 1 << 31,
}
internal struct SkinANIM
{
eANIM_EFFECTS _ANIM = 0;
static readonly Regex animRegex = new Regex(@"^0x[0-9a-f]{1,8}\b", RegexOptions.IgnoreCase);
public SkinANIM(string anim)
{
_ANIM = Parse(anim);
}
public SkinANIM(eANIM_EFFECTS anim)
{
_ANIM = anim;
}
public override string ToString() => "0x" + _ANIM.ToString("x");
public static bool IsValidANIM(string anim) => animRegex.IsMatch(anim);
public static eANIM_EFFECTS Parse(string anim)
=> IsValidANIM(anim)
? (eANIM_EFFECTS)Convert.ToInt32(anim, 16)
: 0;
public void SetANIM(int anim) => SetANIM((eANIM_EFFECTS)anim);
public void SetANIM(eANIM_EFFECTS anim) => _ANIM = anim;
/// <summary>
/// Sets the desired flag in the bitfield
/// </summary>
/// <param name="flag">ANIM Flag to set</param>
/// <param name="state">Wether to enable the flag</param>
public void SetANIMFlag(eANIM_EFFECTS flag, bool state)
{
if (state) _ANIM |= flag;
else _ANIM &= ~flag;
}
/// <summary>
/// Returns true if the desired flag is set in the bitfield, otherwise false
/// </summary>
/// <param name="flag">ANIM Flag to check</param>
/// <returns>Bool wether its set or not</returns>
public bool GetANIMFlag(eANIM_EFFECTS flag)
{
return (_ANIM & flag) != 0;
}
}
}