2020-06-05 23:56:42 -07:00
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import React from "react";
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2020-05-02 13:40:37 -07:00
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import gql from "graphql-tag";
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2020-07-31 23:10:34 -07:00
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import { useQuery } from "@apollo/client";
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2020-05-02 13:40:37 -07:00
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/**
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* useOutfitAppearance downloads the outfit's appearance data, and returns
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* visibleLayers for rendering.
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*/
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export default function useOutfitAppearance(outfitState) {
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const { wornItemIds, speciesId, colorId, pose, appearanceId } = outfitState;
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2020-07-22 23:08:28 -07:00
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// We split this query out from the other one, so that we can HTTP cache it.
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//
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// While Apollo gives us fine-grained caching during the page session, we can
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// only HTTP a full query at a time.
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//
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// This is a minor optimization with respect to keeping the user's cache
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// populated with their favorite species/color combinations. Once we start
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// caching the items by body instead of species/color, this could make color
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// changes really snappy!
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//
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// The larger optimization is that this enables the CDN to edge-cache the
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// most popular species/color combinations, for very fast previews on the
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// HomePage. At time of writing, Vercel isn't actually edge-caching these, I
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// assume because our traffic isn't enough - so let's keep an eye on this!
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const { loading: loading1, error: error1, data: data1 } = useQuery(
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appearanceId == null
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? gql`
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query OutfitPetAppearance(
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$speciesId: ID!
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$colorId: ID!
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$pose: Pose!
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) {
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petAppearance(
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speciesId: $speciesId
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colorId: $colorId
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pose: $pose
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) {
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...PetAppearanceForOutfitPreview
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}
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}
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${petAppearanceFragment}
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`
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: gql`
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query OutfitPetAppearanceById($appearanceId: ID!) {
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petAppearance: petAppearanceById(id: $appearanceId) {
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...PetAppearanceForOutfitPreview
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}
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}
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${petAppearanceFragment}
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`,
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{
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variables: {
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speciesId,
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colorId,
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pose,
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appearanceId,
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},
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skip:
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speciesId == null ||
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colorId == null ||
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(pose == null && appearanceId == null),
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}
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);
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const { loading: loading2, error: error2, data: data2 } = useQuery(
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gql`
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query OutfitItemsAppearance(
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$speciesId: ID!
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$colorId: ID!
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$wornItemIds: [ID!]!
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) {
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items(ids: $wornItemIds) {
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id
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name # HACK: This is for HTML5 detection UI in OutfitControls!
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appearance: appearanceOn(speciesId: $speciesId, colorId: $colorId) {
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...ItemAppearanceForOutfitPreview
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}
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}
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}
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${itemAppearanceFragment}
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`,
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{
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variables: {
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speciesId,
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colorId,
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wornItemIds,
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},
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skip: speciesId == null || colorId == null || wornItemIds.length === 0,
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}
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);
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const petAppearance = data1?.petAppearance;
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const items = data2?.items;
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const itemAppearances = React.useMemo(
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() => (items || []).map((i) => i.appearance),
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[items]
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);
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const visibleLayers = React.useMemo(
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() => getVisibleLayers(petAppearance, itemAppearances),
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[petAppearance, itemAppearances]
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);
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const bodyId = petAppearance?.bodyId;
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return {
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loading: loading1 || loading2,
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error: error1 || error2,
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petAppearance,
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items: items || [],
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itemAppearances,
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visibleLayers,
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bodyId,
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};
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}
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2020-05-02 21:04:54 -07:00
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export function getVisibleLayers(petAppearance, itemAppearances) {
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if (!petAppearance) {
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return [];
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}
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const validItemAppearances = itemAppearances.filter((a) => a);
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const petLayers = petAppearance.layers.map((l) => ({ ...l, source: "pet" }));
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2020-08-01 01:35:27 -07:00
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const itemLayers = validItemAppearances
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.map((a) => a.layers)
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.flat()
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.map((l) => ({ ...l, source: "item" }));
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let allLayers = [...petLayers, ...itemLayers];
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const itemRestrictedZoneIds = new Set(
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validItemAppearances
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.map((a) => a.restrictedZones)
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.flat()
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.map((z) => z.id)
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);
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const petOccupiedZoneIds = new Set(petLayers.map((l) => l.zone.id));
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const petRestrictedZoneIds = new Set(
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petAppearance.restrictedZones.map((z) => z.id)
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);
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const petOccupiedOrRestrictedZoneIds = new Set([
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...petOccupiedZoneIds,
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...petRestrictedZoneIds,
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]);
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const visibleLayers = allLayers.filter((layer) => {
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// When an item restricts a zone, it hides pet layers of the same zone.
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// We use this to e.g. make a hat hide a hair ruff.
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//
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// NOTE: Items' restricted layers also affect what items you can wear at
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// the same time. We don't enforce anything about that here, and
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// instead assume that the input by this point is valid!
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if (layer.source === "pet" && itemRestrictedZoneIds.has(layer.zone.id)) {
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return false;
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}
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// When a pet appearance restricts or occupies a zone, it makes items
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// that occupy the zone incompatible, but *only* if the item is
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// body-specific. We use this to disallow UCs from wearing certain
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// body-specific Biology Effects, Statics, etc, while still allowing
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// non-body-specific items in those zones! (I think this happens for some
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// Invisible pet stuff, too?)
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//
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// NOTE: This can result in both pet layers and items occupying the same
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// zone, like Static! That's correct, and the item layer should be
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// on top! (Here, we implement it by placing item layers second in
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// the list, and depending on JS sort stability, and *then* depending
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// on the UI to respect that ordering when rendering them by depth.
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// Not great! 😅)
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//
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// TODO: Hiding the layer is the *old* behavior. Move this way deeper in
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// the code to prevent these items from showing up in the first
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// place!
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if (
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layer.source === "item" &&
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layer.bodyId !== "0" &&
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petOccupiedOrRestrictedZoneIds.has(layer.zone.id)
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) {
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return false;
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}
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return true;
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});
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visibleLayers.sort((a, b) => a.zone.depth - b.zone.depth);
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return visibleLayers;
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}
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export const itemAppearanceFragmentForGetVisibleLayers = gql`
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fragment ItemAppearanceForGetVisibleLayers on ItemAppearance {
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id
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layers {
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id
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zone {
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id
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depth @client
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}
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}
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restrictedZones {
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id
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}
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}
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`;
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export const appearanceLayerFragment = gql`
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fragment AppearanceLayerForOutfitPreview on AppearanceLayer {
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id
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svgUrl
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canvasMovieLibraryUrl
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imageUrl(size: SIZE_600)
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bodyId
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knownGlitches # For HTML5 & Known Glitches UI
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zone {
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id
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depth @client
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label @client
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}
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}
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`;
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const appearanceLayerFragmentForSupport = gql`
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fragment AppearanceLayerForSupport on AppearanceLayer {
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id
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remoteId # HACK: This is for Support tools, but other views don't need it
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swfUrl # HACK: This is for Support tools, but other views don't need it
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zone {
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id
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label @client # HACK: This is for Support tools, but other views don't need it
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}
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}
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`;
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export const itemAppearanceFragment = gql`
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fragment ItemAppearanceForOutfitPreview on ItemAppearance {
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id
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layers {
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id
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...AppearanceLayerForOutfitPreview
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...AppearanceLayerForSupport # HACK: Most users don't need this!
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}
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...ItemAppearanceForGetVisibleLayers
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}
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${appearanceLayerFragment}
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${appearanceLayerFragmentForSupport}
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${itemAppearanceFragmentForGetVisibleLayers}
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`;
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export const petAppearanceFragmentForGetVisibleLayers = gql`
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fragment PetAppearanceForGetVisibleLayers on PetAppearance {
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id
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layers {
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id
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zone {
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id
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depth @client
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}
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}
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restrictedZones {
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id
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}
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}
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`;
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export const petAppearanceFragment = gql`
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fragment PetAppearanceForOutfitPreview on PetAppearance {
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id
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bodyId
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isGlitched # For Known Glitches UI
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color {
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id # For Known Glitches UI
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}
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layers {
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id
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...AppearanceLayerForOutfitPreview
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}
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...PetAppearanceForGetVisibleLayers
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}
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${appearanceLayerFragment}
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${petAppearanceFragmentForGetVisibleLayers}
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`;
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