class Clothing
A piece of player model customization.
public string HumanSkinModel { get; set; }
Model to replace the human skin with
public ulong HumanSkinBodyGroups { get; set; }
Bodygroup on the model to choose
public string HumanSkinMaterialGroup { get; set; }
Bodygroup on the model to choose
public TagSet HumanSkinTags { get; set; }
Allows adding tags for this skin, ie "female". This affects which alternative clothing models are used with it.
public string Title { get; set; }
Name of the clothing to show in UI.
public string Subtitle { get; set; }
A subtitle for this clothing piece.
public Clothing.ClothingCategory Category { get; set; }
What kind of clothing this is?
public Dictionary<string,string> ConditionalModels { get; set; }
A list of conditional models. (key) = tag(s), (value) = model
public string SubCategory { get; set; }
This should be a single word to describe the subcategory, and should match any other items you want to categorize in the same bunch. The work will be tokenized so it can become localized.
public Clothing Parent { get; set; }
The clothing to parent this too. It will be displayed as a variation of its parent
public string Model { get; set; }
The model to bonemerge to the player when this clothing is equipped.
public string HumanAltModel { get; set; }
The model to bonemerge to the human player when this clothing is equipped.
public string HumanAltFemaleModel { get; set; }
The model to bonemerge to the human player when this clothing is equipped.
public string SkinMaterial { get; set; }
Replace the skin with this material
public string EyesMaterial { get; set; }
Replace the eyes with this material
public string MaterialGroup { get; set; }
Which material group of the model to use.
public Clothing.Slots SlotsUnder { get; set; }
Which slots this clothing takes on "inner" layer.
public Clothing.Slots SlotsOver { get; set; }
Which slots this clothing takes on "outer" layer.
public Clothing.BodyGroups HideBody { get; set; }
Which body parts of the player model should not show when this clothing is equipped.
public Nullable<int> SteamItemDefinitionId { get; set; }
The Steam Item Definition ID for this clothing item, if it's an inventory item
public bool CanBeWornWith( Clothing target )
Return true if this item of clothing can be worn with the target item, at the same time.
public Clothing.IconSetup Icon { get; set; }
Icon for this clothing piece.
public void Deserialize( JsonObject jso )
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public void LoadFromJson( string json )
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public bool IsValid { get; }
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public JsonObject Serialize( )
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public string ResourcePath { get; }
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public string ResourceName { get; }
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public int ResourceVersion { get; }
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public string ToString( )
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public Type GetType( )
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public bool Equals( object obj )
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public int ResourceId { get; }
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public Clothing( )
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public bool AllowTintSelect { get; set; }
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public void StateHasChanged( )
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public bool HasUnsavedChanges { get; }
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public static List<SceneModel> DressSceneObject( SceneModel citizen, IEnumerable<Clothing> Clothing )
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public bool HasPermissions( )
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public float TintDefault { get; set; }
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public Gradient TintSelection { get; set; }
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public int GetHashCode( )
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public string GetModel( IEnumerable<Clothing> clothingList, TagSet tagset )
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public string GetModel( IEnumerable<Clothing> clothingList )
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public string Tags { get; set; }
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public IEnumerable<string> GetReferencedPackages( )
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public bool HasHumanSkin { get; set; }
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