mirror of
https://git.huckle.dev/Huckles-Minecraft-Archive/PCK-Studio.git
synced 2026-09-27 11:30:48 +00:00
119 lines
2.8 KiB
C#
119 lines
2.8 KiB
C#
using System;
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using System.Collections;
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using System.Linq;
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using System.Text;
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using System.Windows.Forms;
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using System.Text.RegularExpressions;
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using System.Threading.Tasks;
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namespace PckStudio.Classes.Utils
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{
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[Flags]
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public enum eANIM_EFFECTS : int
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{
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STATIC_ARMS = 1 << 0,
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ZOMBIE_ARMS = 1 << 1,
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STATIC_LEGS = 1 << 2,
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BAD_SANTA = 1 << 3,
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unk_BIT4 = 1 << 4, // Whatever effect this is should be a simple one as it's existed for a while
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SYNCED_LEGS = 1 << 5,
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SYNCED_ARMS = 1 << 6,
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STATUE_OF_LIBERTY = 1 << 7,
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ALL_ARMOR_DISABLED = 1 << 8,
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HEAD_BOBBING_DISABLED = 1 << 9,
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HEAD_DISABLED = 1 << 10,
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RIGHT_ARM_DISABLED = 1 << 11,
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LEFT_ARM_DISABLED = 1 << 12,
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BODY_DISABLED = 1 << 13,
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RIGHT_LEG_DISABLED = 1 << 14,
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LEFT_LEG_DISABLED = 1 << 15,
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HEAD_OVERLAY_DISABLED = 1 << 16,
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DO_BACKWARDS_CROUCH = 1 << 17,
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RESOLUTION_64x64 = 1 << 18,
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SLIM_MODEL = 1 << 19,
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LEFT_ARM_OVERLAY_DISABLED = 1 << 20,
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RIGHT_ARM_OVERLAY_DISABLED = 1 << 21,
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LEFT_LEG_OVERLAY_DISABLED = 1 << 22,
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RIGHT_LEG_OVERLAY_DISABLED = 1 << 23,
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BODY_OVERLAY_DISABLED = 1 << 24,
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FORCE_HEAD_ARMOR = 1 << 25,
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FORCE_RIGHT_ARM_ARMOR = 1 << 26,
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FORCE_LEFT_ARM_ARMOR = 1 << 27,
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FORCE_BODY_ARMOR = 1 << 28,
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FORCE_RIGHT_LEG_ARMOR = 1 << 29,
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FORCE_LEFT_LEG_ARMOR = 1 << 30,
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DINNERBONE = 1 << 31,
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}
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internal class SkinANIM
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{
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eANIM_EFFECTS _ANIM;
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public bool isValid;
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public SkinANIM()
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{
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_ANIM = 0;
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}
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public SkinANIM(string anim)
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{
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// Port of my ANIM Generator found at https://mattnl.com/lce/anim-generator - MattNL
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if (anim.StartsWith("0x")) anim = anim.Substring(2);
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isValid = anim.Length <= 8 && Regex.IsMatch(anim, @"\A\b[0-9a-fA-F]+\b\Z");
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if (isValid)
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{
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anim = anim.PadLeft(8, '0');
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string bits = String.Join("", anim.Select(
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b => Convert.ToString(Convert.ToInt32(b.ToString(), 16), 2).PadLeft(4, '0')
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)
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);
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int current_bit = 31;
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foreach (char bit in bits)
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{
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SetANIMFlag((eANIM_EFFECTS)(1 << current_bit), bit == '1');
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current_bit--;
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}
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}
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}
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public SkinANIM(eANIM_EFFECTS anim)
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{
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_ANIM = anim;
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}
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public override string ToString()
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{
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// Thanks miku :D - MattNL
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return "0x" + ((int)_ANIM).ToString("x08");
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}
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/// <summary>
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/// Sets the desired flag in the bitfield
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/// </summary>
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/// <param name="flag">ANIM Flag to be set</param>
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/// <param name="state">wether to enable the flag</param>
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public void SetANIMFlag(eANIM_EFFECTS flag, bool state)
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{
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if (state) _ANIM |= flag;
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else _ANIM &= ~flag;
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}
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/// <summary>
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/// Returns true if the desired flag is set in the bitfield, otherwise false
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/// </summary>
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/// <param name="flag">ANIM Flag to check</param>
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/// <returns>Bool wether its set or not</returns>
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public bool GetANIMFlag(eANIM_EFFECTS flag)
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{
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return ((int)_ANIM & (int)flag) != 0;
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}
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}
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}
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