mirror of
https://github.com/minetest-mods/skinsdb.git
synced 2024-12-22 23:40:18 +01:00
138 lines
3.2 KiB
Lua
138 lines
3.2 KiB
Lua
skins.meta = {}
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local skin_class = {}
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skin_class.__index = skin_class
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skins.skin_class = skin_class
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-----------------------
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-- Class methods
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-----------------------
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-- constructor
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function skins.new(key, object)
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assert(key, 'Unique skins key required, like "character_1"')
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local self = object or {}
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setmetatable(self, skin_class)
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self.__index = skin_class
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self._key = key
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self._sort_id = 0
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skins.meta[key] = self
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return self
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end
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-- getter
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function skins.get(key)
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return skins.meta[key]
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end
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-- Skin methods
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-- In this implementation it is just access to attrubutes wrapped
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-- but this way allow to redefine the functionality for more complex skins provider
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function skin_class:get_key()
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return self._key
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end
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function skin_class:set_meta(key, value)
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self[key] = value
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end
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function skin_class:get_meta(key)
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return self[key]
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end
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function skin_class:get_meta_string(key)
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return tostring(self:get_meta(key) or "")
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end
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function skin_class:set_texture(value)
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self._texture = value
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end
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function skin_class:get_texture()
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return self._texture
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end
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function skin_class:set_preview(value)
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self._preview = value
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end
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function skin_class:get_preview()
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return self._preview or "player.png"
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end
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function skin_class:apply_skin_to_player(player)
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local function concat_texture(base, ext)
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if base == "blank.png" then
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return ext
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elseif ext == "blank.png" then
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return base
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else
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return base .. "^" .. ext
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end
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end
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local playername = player:get_player_name()
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local ver = self:get_meta("format") or "1.0"
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default.player_set_model(player, "skinsdb_3d_armor_character.b3d")
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local v10_texture = "blank.png"
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local v18_texture = "blank.png"
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local armor_texture = "blank.png"
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local wielditem_texture = "blank.png"
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if ver == "1.8" then
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v18_texture = self:get_texture()
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else
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v10_texture = self:get_texture()
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end
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-- Support for clothing
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if skins.clothing_loaded and clothing.player_textures[playername] then
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local cape = clothing.player_textures[playername].cape
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local layers = {}
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for k, v in pairs(clothing.player_textures[playername]) do
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if k ~= "skin" and k ~= "cape" then
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table.insert(layers, v)
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end
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end
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local overlay = table.concat(layers, "^")
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v10_texture = concat_texture(v10_texture, cape)
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v18_texture = concat_texture(v18_texture, overlay)
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end
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-- Support for armor
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if skins.armor_loaded then
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local armor_textures = armor.textures[playername]
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if armor_textures then
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armor_texture = concat_texture(armor_texture, armor_textures.armor)
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wielditem_texture = concat_texture(wielditem_texture, armor_textures.wielditem)
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end
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end
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default.player_set_textures(player, {
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v10_texture,
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v18_texture,
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armor_texture,
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wielditem_texture,
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})
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player:set_properties({
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visual_size = {
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x = self:get_meta("visual_size_x") or 1,
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y = self:get_meta("visual_size_y") or 1
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}
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})
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end
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function skin_class:set_skin(player)
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-- The set_skin is used on skins selection
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-- This means the method could be redefined to start an furmslec
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-- See character_creator for example
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end
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function skin_class:is_applicable_for_player(playername)
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local assigned_player = self:get_meta("playername")
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return assigned_player == nil or assigned_player == true or
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(assigned_player:lower() == playername:lower())
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end
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