skinsdb/skin_meta_api.lua
2018-06-21 08:22:54 +02:00

138 lines
3.2 KiB
Lua

skins.meta = {}
local skin_class = {}
skin_class.__index = skin_class
skins.skin_class = skin_class
-----------------------
-- Class methods
-----------------------
-- constructor
function skins.new(key, object)
assert(key, 'Unique skins key required, like "character_1"')
local self = object or {}
setmetatable(self, skin_class)
self.__index = skin_class
self._key = key
self._sort_id = 0
skins.meta[key] = self
return self
end
-- getter
function skins.get(key)
return skins.meta[key]
end
-- Skin methods
-- In this implementation it is just access to attrubutes wrapped
-- but this way allow to redefine the functionality for more complex skins provider
function skin_class:get_key()
return self._key
end
function skin_class:set_meta(key, value)
self[key] = value
end
function skin_class:get_meta(key)
return self[key]
end
function skin_class:get_meta_string(key)
return tostring(self:get_meta(key) or "")
end
function skin_class:set_texture(value)
self._texture = value
end
function skin_class:get_texture()
return self._texture
end
function skin_class:set_preview(value)
self._preview = value
end
function skin_class:get_preview()
return self._preview or "player.png"
end
function skin_class:apply_skin_to_player(player)
local function concat_texture(base, ext)
if base == "blank.png" then
return ext
elseif ext == "blank.png" then
return base
else
return base .. "^" .. ext
end
end
local playername = player:get_player_name()
local ver = self:get_meta("format") or "1.0"
default.player_set_model(player, "skinsdb_3d_armor_character.b3d")
local v10_texture = "blank.png"
local v18_texture = "blank.png"
local armor_texture = "blank.png"
local wielditem_texture = "blank.png"
if ver == "1.8" then
v18_texture = self:get_texture()
else
v10_texture = self:get_texture()
end
-- Support for clothing
if skins.clothing_loaded and clothing.player_textures[playername] then
local cape = clothing.player_textures[playername].cape
local layers = {}
for k, v in pairs(clothing.player_textures[playername]) do
if k ~= "skin" and k ~= "cape" then
table.insert(layers, v)
end
end
local overlay = table.concat(layers, "^")
v10_texture = concat_texture(v10_texture, cape)
v18_texture = concat_texture(v18_texture, overlay)
end
-- Support for armor
if skins.armor_loaded then
local armor_textures = armor.textures[playername]
if armor_textures then
armor_texture = concat_texture(armor_texture, armor_textures.armor)
wielditem_texture = concat_texture(wielditem_texture, armor_textures.wielditem)
end
end
default.player_set_textures(player, {
v10_texture,
v18_texture,
armor_texture,
wielditem_texture,
})
player:set_properties({
visual_size = {
x = self:get_meta("visual_size_x") or 1,
y = self:get_meta("visual_size_y") or 1
}
})
end
function skin_class:set_skin(player)
-- The set_skin is used on skins selection
-- This means the method could be redefined to start an furmslec
-- See character_creator for example
end
function skin_class:is_applicable_for_player(playername)
local assigned_player = self:get_meta("playername")
return assigned_player == nil or assigned_player == true or
(assigned_player:lower() == playername:lower())
end