3d_armor/wieldview/init.lua

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local time = 0
local update_time = tonumber(minetest.setting_get("wieldview_update_time"))
if update_time == nil then
update_time = 2
minetest.setting_set("wieldview_update_time", tostring(update_time))
end
wieldview = {
default_character_skin = "character.png",
wielded_items = {},
}
wieldview.get_player_skin = function(self, name)
local mod_path = minetest.get_modpath("skins")
if mod_path then
local skin = skins.skins[name]
if skin then
if skins.get_type(skin) == skins.type.MODEL then
return skin..".png"
end
end
end
return self.default_character_skin
end
wieldview.get_wielded_item_texture = function(self, player)
if not player then
return nil
end
local stack = player:get_wielded_item()
local item = stack:get_name()
if not item then
return nil
end
if not minetest.registered_items[item] then
return nil
end
local texture = minetest.registered_items[item].inventory_image
if texture == "" then
if not minetest.registered_items[item].tiles then
return nil
end
texture = minetest.registered_items[item].tiles[1]
end
return texture
end
wieldview.update_player_visuals = function(self, player)
if not player then
return
end
local name = player:get_player_name()
local texture = "wieldview_character_bg.png^[combine:64x64:0,32="..self:get_player_skin(name)
local player_inv = player:get_inventory()
local wielded_item_texture = self:get_wielded_item_texture(player)
if wielded_item_texture then
texture = texture.."^[combine:64x64:0,0="..wielded_item_texture
end
local mod_path = minetest.get_modpath("3d_armor")
if mod_path then
texture = texture..armor_api:get_player_armor(player)
end
player:set_properties({
visual = "mesh",
textures = {texture},
visual_size = {x=1, y=1},
})
end
wieldview.update_wielded_item = function(self, player)
if not player then
return
end
local name = player:get_player_name()
local stack = player:get_wielded_item()
local item = stack:get_name()
if not item then
return
end
if self.wielded_items[name] then
if self.wielded_items[name] == item then
return
end
self:update_player_visuals(player)
end
self.wielded_items[name] = item
end
minetest.register_on_joinplayer(function(player)
local texture = wieldview:get_player_skin(name)
player:set_properties({
visual = "mesh",
mesh = "wieldview_character.x",
textures = {texture},
visual_size = {x=1, y=1},
})
minetest.after(1, function(player)
wieldview:update_player_visuals(player)
end, player)
end)
minetest.register_globalstep(function(dtime)
time = time + dtime
if time > update_time then
local mod_path = minetest.get_modpath("3d_armor")
for _,player in ipairs(minetest.get_connected_players()) do
wieldview:update_wielded_item(player)
if mod_path then
armor_api:update_armor(player)
end
end
time = 0
end
end)