Jump to content

Again about my Clean Sweeper mod


KXWl1

Recommended Posts

I have a new problem, that is, changing the skin of pets. Here is the code:

	if target:HasTag("critter") then
		local fx = SpawnPrefab("reskin_tool_fx")
        local fx_info = reskin_fx_info[target.prefab] or {}

        local scale_override = fx_info.scale or 1
        fx.Transform:SetScale(scale_override, scale_override, scale_override)

        local fx_pos_x, fx_pos_y, fx_pos_z = target.Transform:GetWorldPosition()
        fx_pos_y = fx_pos_y + (fx_info.offset or 0)
        fx.Transform:SetPosition(fx_pos_x, fx_pos_y, fx_pos_z)

		local newcritter = SpawnPrefab(target.prefab)
		if target.prefab == "critter_lamb" then
		    if target.AnimState.build == "sheepington_build" then
	        	newcritter.AnimState:SetBuild("lamb_winter")
		    elseif target.AnimState.build == "lamb_winter" then
                newcritter.AnimState:SetBuild("sheepington_build")
		    end
		elseif target.prefab == "critter_puppy" then
		    if target.AnimState.build == "pupington_build" then
	        	newcritter.AnimState:SetBuild("puppy_winter")
		    elseif target.AnimState.build == "puppy_winter" then
                newcritter.AnimState:SetBuild("pupington_build")
		    end		
		elseif target.prefab == "critter_perdling" then
		    if target.AnimState.build == "perdling_winter" then
			    if math.random() < 0.5 then
	        	    newcritter.AnimState:SetBuild("perdling_build")
				else
	        	    newcritter.AnimState:SetBuild("perdling_rooster")				
				end
		    elseif target.AnimState.build == "perdling_rooster" then
			    if math.random() < 0.5 then
	        	    newcritter.AnimState:SetBuild("perdling_build")
				else
	        	    newcritter.AnimState:SetBuild("perdling_winter")				
				end				
		    elseif target.AnimState.build == "perdling_build" then
			    if math.random() < 0.5 then
	        	    newcritter.AnimState:SetBuild("perdling_winter")
				else
	        	    newcritter.AnimState:SetBuild("perdling_rooster")				
				end
		    end				
		elseif target.prefab == "critter_kitten" then
		    if target.AnimState.build == "kitten_winter" then
	        	newcritter.AnimState:SetBuild("kittington_build")
		    elseif target.AnimState.build == "kittington_build" then
                newcritter.AnimState:SetBuild("kitten_winter")
		    end		
		elseif target.prefab == "critter_dragonling" then
		    if target.AnimState.build == "dragonling_winter" then
			    if math.random() < 0.5 then
	        	    newcritter.AnimState:SetBuild("dragonling_build")
				else
	        	    newcritter.AnimState:SetBuild("dragonling_bat")				
				end
		    elseif target.AnimState.build == "dragonling_bat" then
			    if math.random() < 0.5 then
	        	    newcritter.AnimState:SetBuild("dragonling_build")
				else
	        	    newcritter.AnimState:SetBuild("dragonling_winter")				
				end				
		    elseif target.AnimState.build == "dragonling_build" then
			    if math.random() < 0.5 then
	        	    newcritter.AnimState:SetBuild("dragonling_winter")
				else
	        	    newcritter.AnimState:SetBuild("dragonling_bat")				
				end
		    end			
		elseif target.prefab == "critter_glomling" then		
		    if target.AnimState.build == "glomling_winter" then
	        	newcritter.AnimState:SetBuild("glomling_build")
		    elseif target.AnimState.build == "glomling_build" then
                newcritter.AnimState:SetBuild("glomling_winter")
		    end			
		end
		newcritter.Transform:SetPosition(Vector3(target.Transform:GetWorldPosition()):Get())
		if target.components.perishable ~= nil then
		    newcritter.components.perishable:SetPercent(target.components.perishable:GetPercent())
		end
		target:Remove()
		
		return true	
	end

After entering the game, there is no problem changing the pet's skin, but strangely, I can only change the pet's skin back to the original state:blue:, and I can't change the pet's skin of the original state to other skins:wilson_cry:. Can anyone help me see what's wrong with this code?:|

Link to comment
Share on other sites

Archived

This topic is now archived and is closed to further replies.

Please be aware that the content of this thread may be outdated and no longer applicable.

×
×
  • Create New...