Initial export type gathering for State of Decay 2 icons

This commit is contained in:
GMatrixGames 2021-06-03 16:03:41 -04:00
parent b198774991
commit 384222bb96
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GPG Key ID: 2621164AAF16CEDF
6 changed files with 71 additions and 4 deletions

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@ -0,0 +1,32 @@
using CUE4Parse.UE4.Assets.Exports;
using FModel.Creator.Bases.FN;
using SkiaSharp;
namespace FModel.Creator.Bases.SOD2
{
public class BaseDecayIcon : BaseIcon
{
public BaseDecayIcon(UObject uObject, EIconStyle style) : base(uObject, style)
{
}
// TODO
//
// ExtraLargeBackpackBase - for extra large
// SmallBackpackBase - for small
// ExtraSmallBackpackBase - for extra small
// MediumBackpackBase - for medium
// LargeBackpackBase - for large
public override SKImage Draw()
{
using var ret = new SKBitmap(Width, Height, SKColorType.Rgba8888, SKAlphaType.Premul);
using var c = new SKCanvas(ret);
var bit = SKBitmap.Decode(@"C:\Users\GMatrixGames\Downloads\443546551013343242.png");
c.DrawBitmap(bit, 0, 0);
return SKImage.FromBitmap(ret);
}
}
}

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@ -5,6 +5,7 @@ using FModel.Creator.Bases;
using FModel.Creator.Bases.BB;
using FModel.Creator.Bases.FN;
using FModel.Creator.Bases.SB;
using FModel.Creator.Bases.SOD2;
namespace FModel.Creator
{
@ -225,10 +226,38 @@ namespace FModel.Creator
case "GLeagueDivision":
creator = new BaseDivision(_object, EIconStyle.Default);
return true;
// TODO: Draw this properly
// case "GGameModeInfo":
// creator = new BaseGameModeInfo(_object, EIconStyle.Default);
// return true;
// State of Decay 2
case "CureItem":
case "AmmoItem":
case "Pro_Brake_C":
case "BackpackItem":
case "MagicAmmoItem":
case "ConsumableItem":
case "MeleeWeaponItem":
case "CloseCombatItem":
case "FacilityModItem":
case "RangedWeaponItem":
case "MiscellaneousItem":
case "RepairVehicleItem":
case "ResourceItemBase_C":
case "FuelResourceBase_C":
case "MedsResourceBase_C":
case "PartsResourceBase_C":
case "RangedWeaponModItem":
case "VehicleDeliveryItem":
case "ConsumableBase_BP_C":
case "SmallBackpackBase_C":
case "LargeBackpackBase_C":
case "MediumBackpackBase_C":
case "ConsumableMedsBase_BP_C":
case "MaterialsResourceBase_C":
case "ExtraLargeBackpackBase_C":
case "ExtraSmallBackpackBase_C":
case "ConsumableStimsBase_BP_C":
case "Consumable_TimedStatBuff_Base_BP_C":
case "Consumable_SuspendFatigue_Base_BP_C":
creator = new BaseDecayIcon(_object, EIconStyle.Default);
return true;
default:
creator = null;
return false;

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@ -71,6 +71,7 @@
<None Remove="Resources\Cpp.xshd" />
<None Remove="Resources\unix.png" />
<None Remove="Resources\linux.png" />
<None Remove="Resources\stateofdecay2.png" />
<None Remove="Resources\T_Placeholder_Item_Image.png" />
<None Remove="Resources\T_ClipSize_Weapon_Stats.png" />
<None Remove="Resources\T_DamagePerBullet_Weapon_Stats.png" />
@ -162,6 +163,7 @@
<Resource Include="Resources\athena.png" />
<Resource Include="Resources\unix.png" />
<Resource Include="Resources\linux.png" />
<Resource Include="Resources\stateofdecay2.png" />
<Resource Include="Resources\T_Placeholder_Item_Image.png" />
<Resource Include="Resources\T_ClipSize_Weapon_Stats.png" />
<Resource Include="Resources\T_DamagePerBullet_Weapon_Stats.png" />

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@ -391,6 +391,7 @@ namespace FModel.ViewModels
{
case "ini":
case "txt":
case "log":
case "po":
case "bat":
case "xml":

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@ -384,6 +384,9 @@
<DataTrigger Binding="{Binding Header}" Value="Athena">
<Setter TargetName="TreeImage" Property="Source" Value="/FModel;component/Resources/athena.png" />
</DataTrigger>
<DataTrigger Binding="{Binding Header}" Value="StateOfDecay2">
<Setter TargetName="TreeImage" Property="Source" Value="/FModel;component/Resources/stateofdecay2.png" />
</DataTrigger>
</HierarchicalDataTemplate.Triggers>
</HierarchicalDataTemplate>
</Setter.Value>