afagit a param el color de la camiseta per defecte
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@@ -554,49 +554,52 @@ void Resource::createPlayerTextures() {
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}
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}
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// Crear variante con paleta original (pal0) - usar la textura ya cargada
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auto base_texture = getTexture(player.base_texture);
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// Crear las 4 texturas con sus respectivas paletas
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for (int palette_idx = 0; palette_idx < 4; ++palette_idx) {
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std::shared_ptr<Texture> texture;
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base_texture->setPaletteColor(0, 56, param.player.outline_color[player_idx].TO_UINT32());
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base_texture->setPalette(0);
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if (palette_idx == 0) {
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// Textura 0 - usar la ya cargada y modificar solo paleta 0 (default_shirt)
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texture = getTexture(player.base_texture);
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texture->setPaletteColor(0, 16, param.player.default_shirt[player_idx].darkest.TO_UINT32());
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texture->setPaletteColor(0, 17, param.player.default_shirt[player_idx].dark.TO_UINT32());
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texture->setPaletteColor(0, 18, param.player.default_shirt[player_idx].base.TO_UINT32());
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texture->setPaletteColor(0, 19, param.player.default_shirt[player_idx].light.TO_UINT32());
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texture->setPaletteColor(0, 56, param.player.outline_color[player_idx].TO_UINT32());
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} else {
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// Crear textura nueva desde archivo
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texture = std::make_shared<Texture>(Screen::get()->getRenderer(), texture_file_path);
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// Añadir todas las paletas
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texture->addPaletteFromPalFile(Asset::get()->get(player.palette_files[0]));
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texture->addPaletteFromPalFile(Asset::get()->get(player.palette_files[1]));
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texture->addPaletteFromPalFile(Asset::get()->get(player.palette_files[2]));
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std::string pal0_name = player.name_prefix + "_pal0";
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textures_.emplace_back(pal0_name, base_texture);
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printWithDots("Player Texture : ", pal0_name, "[ DONE ]");
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if (palette_idx == 1) {
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// Textura 1 - modificar solo paleta 1 (one_coffee_shirt)
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texture->setPaletteColor(1, 16, param.player.one_coffee_shirt[player_idx].darkest.TO_UINT32());
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texture->setPaletteColor(1, 17, param.player.one_coffee_shirt[player_idx].dark.TO_UINT32());
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texture->setPaletteColor(1, 18, param.player.one_coffee_shirt[player_idx].base.TO_UINT32());
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texture->setPaletteColor(1, 19, param.player.one_coffee_shirt[player_idx].light.TO_UINT32());
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texture->setPaletteColor(1, 56, param.player.outline_color[player_idx].TO_UINT32());
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} else if (palette_idx == 2) {
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// Textura 2 - modificar solo paleta 2 (two_coffee_shirt)
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texture->setPaletteColor(2, 16, param.player.two_coffee_shirt[player_idx].darkest.TO_UINT32());
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texture->setPaletteColor(2, 17, param.player.two_coffee_shirt[player_idx].dark.TO_UINT32());
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texture->setPaletteColor(2, 18, param.player.two_coffee_shirt[player_idx].base.TO_UINT32());
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texture->setPaletteColor(2, 19, param.player.two_coffee_shirt[player_idx].light.TO_UINT32());
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texture->setPaletteColor(2, 56, param.player.outline_color[player_idx].TO_UINT32());
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}
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// Textura 3 (palette_idx == 3) - no modificar nada, usar colores originales
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}
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// Crear variantes con paletas adicionales - CADA UNA DESDE EL ARCHIVO
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for (size_t i = 0; i < player.palette_files.size(); ++i) {
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// Crear textura completamente nueva desde el archivo
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auto texture_copy = std::make_shared<Texture>(Screen::get()->getRenderer(), texture_file_path);
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// Añadir todas las paletas
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texture_copy->addPaletteFromPalFile(Asset::get()->get(player.palette_files[0]));
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texture_copy->addPaletteFromPalFile(Asset::get()->get(player.palette_files[1]));
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texture_copy->addPaletteFromPalFile(Asset::get()->get(player.palette_files[2]));
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// Modifica los colores de las camisetas
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texture_copy->setPaletteColor(1, 16, param.player.one_coffee_shirt[player_idx].darkest.TO_UINT32());
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texture_copy->setPaletteColor(1, 17, param.player.one_coffee_shirt[player_idx].dark.TO_UINT32());
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texture_copy->setPaletteColor(1, 18, param.player.one_coffee_shirt[player_idx].base.TO_UINT32());
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texture_copy->setPaletteColor(1, 19, param.player.one_coffee_shirt[player_idx].light.TO_UINT32());
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texture_copy->setPaletteColor(2, 16, param.player.two_coffee_shirt[player_idx].darkest.TO_UINT32());
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texture_copy->setPaletteColor(2, 17, param.player.two_coffee_shirt[player_idx].dark.TO_UINT32());
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texture_copy->setPaletteColor(2, 18, param.player.two_coffee_shirt[player_idx].base.TO_UINT32());
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texture_copy->setPaletteColor(2, 19, param.player.two_coffee_shirt[player_idx].light.TO_UINT32());
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// Modifica el color del outline
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texture_copy->setPaletteColor(1, 56, param.player.outline_color[player_idx].TO_UINT32());
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texture_copy->setPaletteColor(2, 56, param.player.outline_color[player_idx].TO_UINT32());
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// Cambiar a la paleta específica (índice i+1 porque 0 es la original)
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texture_copy->setPalette(i + 1);
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// Asignar la paleta correspondiente
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texture->setPalette(palette_idx);
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// Guardar con nombre específico
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std::string variant_name = player.name_prefix + "_pal" + std::to_string(i + 1);
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textures_.emplace_back(variant_name, texture_copy);
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printWithDots("Player Texture : ", variant_name, "[ DONE ]");
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std::string texture_name = player.name_prefix + "_pal" + std::to_string(palette_idx);
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textures_.emplace_back(texture_name, texture);
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printWithDots("Player Texture : ", texture_name, "[ DONE ]");
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}
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}
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}
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