Add support for avg sprite without separate alpha tex

This commit is contained in:
VaDiM
2023-11-01 06:34:01 +03:00
parent b6c6ceba1c
commit bb19dd5019
6 changed files with 51 additions and 19 deletions

View File

@ -103,14 +103,14 @@ namespace Arknights
else
{
var faceAlphaID = curSpriteData.AlphaTex.m_PathID;
FaceSpriteAlphaTexture = (Texture2D)Studio.exportableAssets.Find(x => x.m_PathID == faceAlphaID).Asset;
FaceSpriteAlphaTexture = (Texture2D)Studio.exportableAssets.Find(x => x.m_PathID == faceAlphaID)?.Asset;
}
var fullTexSpriteID = fullTexSpriteData.Sprite.m_PathID;
var fullTexAlphaID = fullTexSpriteData.AlphaTex.m_PathID;
var fullTexSprite = (Sprite)Studio.exportableAssets.Find(x => x.m_PathID == fullTexSpriteID).Asset;
FullTexture = fullTexSprite.m_RD.texture.TryGet(out var fullTex) ? fullTex : null;
FullAlphaTexture = (Texture2D)Studio.exportableAssets.Find(x => x.m_PathID == fullTexAlphaID).Asset;
FullAlphaTexture = (Texture2D)Studio.exportableAssets.Find(x => x.m_PathID == fullTexAlphaID)?.Asset;
FacePos = new Point((int)Math.Round(spriteHubData.FacePos.X), (int)Math.Round(spriteHubData.FacePos.Y));
FaceSize = new Size((int)Math.Round(spriteHubData.FaceSize.X), (int)Math.Round(spriteHubData.FaceSize.Y));
IsFaceSprite = assetItem.m_PathID != fullTexSpriteID;