forked from Mineclonia/Mineclonia
3D Player preview in inventory
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@ -330,22 +330,27 @@ mcl_inventory.set_creative_formspec = function(player, start_i, pagenum, inv_siz
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inv_bg = "crafting_inventory_creative_survival.png"
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-- Show armor and player image
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local img, img_player
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if mod_player then
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img_player = mcl_player.player_get_preview(player)
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local player_preview
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if minetest.settings:get_bool("3d_player_preview", true) then
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player_preview = mcl_player.get_player_formspec_model(player, 3.9, 1.4, 1.2333, 2.4666, "")
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else
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img_player = "player.png"
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end
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img = img_player
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local player_preview = "image[3.9,1.4;1.2333,2.4666;"..img.."]"
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if show_armor and armor.textures[playername] and armor.textures[playername].preview then
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img = armor.textures[playername].preview
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local s1 = img:find("character_preview")
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if s1 ~= nil then
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s1 = img:sub(s1+21)
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img = img_player..s1
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local img, img_player
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if mod_player then
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img_player = mcl_player.player_get_preview(player)
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else
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img_player = "player.png"
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end
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img = img_player
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player_preview = "image[3.9,1.4;1.2333,2.4666;"..img.."]"
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if show_armor and armor.textures[playername] and armor.textures[playername].preview then
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img = armor.textures[playername].preview
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local s1 = img:find("character_preview")
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if s1 ~= nil then
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s1 = img:sub(s1+21)
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img = img_player..s1
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end
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player_preview = "image[3.9,1.4;1.2333,2.4666;"..img.."]"
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end
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end
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-- Background images for armor slots (hide if occupied)
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@ -64,22 +64,27 @@ local function set_inventory(player, armor_change_only)
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local player_name = player:get_player_name()
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-- Show armor and player image
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local img, img_player
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if mod_player then
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img_player = mcl_player.player_get_preview(player)
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local player_preview
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if minetest.settings:get_bool("3d_player_preview", true) then
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player_preview = mcl_player.get_player_formspec_model(player, 1.0, 0.0, 2.25, 4.5, "")
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else
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img_player = "player.png"
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end
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img = img_player
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local player_preview = "image[0.6,0.2;2,4;"..img.."]"
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if show_armor and armor.textures[player_name] and armor.textures[player_name].preview then
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img = armor.textures[player_name].preview
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local s1 = img:find("character_preview")
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if s1 ~= nil then
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s1 = img:sub(s1+21)
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img = img_player..s1
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local img, img_player
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if mod_player then
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img_player = mcl_player.player_get_preview(player)
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else
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img_player = "player.png"
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end
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img = img_player
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player_preview = "image[0.6,0.2;2,4;"..img.."]"
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if show_armor and armor.textures[player_name] and armor.textures[player_name].preview then
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img = armor.textures[player_name].preview
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local s1 = img:find("character_preview")
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if s1 ~= nil then
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s1 = img:sub(s1+21)
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img = img_player..s1
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end
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player_preview = "image[1.1,0.2;2,4;"..img.."]"
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end
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player_preview = "image[1.1,0.2;2,4;"..img.."]"
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end
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local armor_slots = {"helmet", "chestplate", "leggings", "boots"}
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@ -93,6 +93,13 @@ function mcl_player.player_get_preview(player)
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end
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end
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function mcl_player.get_player_formspec_model(player, x, y, w, h, fsname)
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local name = player:get_player_name()
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local model = player_model[name]
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local anim = models[model].animations[player_anim[name]]
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return "model[" .. x .. "," .. y .. ";" .. w .. "," .. h .. ";" .. fsname .. ";" .. model .. ";" .. table.concat(player_textures[name], ",") .. ";0," .. 180 .. ";false;false;" .. anim.x .. "," .. anim.y .. "]"
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end
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function mcl_player.player_set_animation(player, anim_name, speed)
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local name = player:get_player_name()
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if player_anim[name] == anim_name then
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@ -94,6 +94,9 @@ fire_animation_frames (Fire Animation Frames) int 8
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# Whether to animate chests when open / close
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animated_chests (Animated chests) bool true
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# Whether to preview the player in inventory in 3D (requires Minetest 5.4)
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3d_player_preview (3D Player preview) bool true
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[Experimental]
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# Whether ice is translucent. If disabled, ice is fully opaque.
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#
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