sprite.LayerSetData(index, layerData);
//Add displacement maps
- if (handComp.HandDisplacement is not null)
+ if (hand.Location == HandLocation.Left && handComp.LeftHandDisplacement is not null)
+ _displacement.TryAddDisplacement(handComp.LeftHandDisplacement, sprite, index, key, revealedLayers);
+ else if (hand.Location == HandLocation.Right && handComp.RightHandDisplacement is not null)
+ _displacement.TryAddDisplacement(handComp.RightHandDisplacement, sprite, index, key, revealedLayers);
+ //Fallback to default displacement map
+ else if (handComp.HandDisplacement is not null)
_displacement.TryAddDisplacement(handComp.HandDisplacement, sprite, index, key, revealedLayers);
}
[DataField, ViewVariables(VVAccess.ReadWrite)]
public TimeSpan ThrowCooldown = TimeSpan.FromSeconds(0.5f);
+ /// <summary>
+ /// Fallback displacement map applied to all sprites in the hand, unless otherwise specified
+ /// </summary>
[DataField]
public DisplacementData? HandDisplacement;
+ /// <summary>
+ /// If defined, applies to all sprites in the left hand, ignoring <see cref="HandDisplacement"/>
+ /// </summary>
+ [DataField]
+ public DisplacementData? LeftHandDisplacement;
+
+ /// <summary>
+ /// If defined, applies to all sprites in the right hand, ignoring <see cref="HandDisplacement"/>
+ /// </summary>
+ [DataField]
+ public DisplacementData? RightHandDisplacement;
+
/// <summary>
/// If false, hands cannot be stripped, and they do not show up in the stripping menu.
/// </summary>