149 lines
3.7 KiB
C#
149 lines
3.7 KiB
C#
|
using System;
|
||
|
using System.Collections.Generic;
|
||
|
using UnityEngine;
|
||
|
|
||
|
namespace RoR2;
|
||
|
|
||
|
public class ShrineCleanseBehavior : MonoBehaviour, IInteractable
|
||
|
{
|
||
|
public string contextToken;
|
||
|
|
||
|
public GameObject activationEffectPrefab;
|
||
|
|
||
|
private static ItemIndex[] cleansableItems = Array.Empty<ItemIndex>();
|
||
|
|
||
|
private static EquipmentIndex[] cleansableEquipments = Array.Empty<EquipmentIndex>();
|
||
|
|
||
|
public string GetContextString(Interactor activator)
|
||
|
{
|
||
|
return Language.GetString(contextToken);
|
||
|
}
|
||
|
|
||
|
private static bool InventoryIsCleansable(Inventory inventory)
|
||
|
{
|
||
|
for (int i = 0; i < cleansableItems.Length; i++)
|
||
|
{
|
||
|
if (inventory.GetItemCount(cleansableItems[i]) > 0)
|
||
|
{
|
||
|
return true;
|
||
|
}
|
||
|
}
|
||
|
int j = 0;
|
||
|
for (int equipmentSlotCount = inventory.GetEquipmentSlotCount(); j < equipmentSlotCount; j++)
|
||
|
{
|
||
|
EquipmentState equipment = inventory.GetEquipment((uint)j);
|
||
|
for (int k = 0; k < cleansableEquipments.Length; k++)
|
||
|
{
|
||
|
if (equipment.equipmentIndex == cleansableEquipments[k])
|
||
|
{
|
||
|
return true;
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
return false;
|
||
|
}
|
||
|
|
||
|
private static int CleanseInventoryServer(Inventory inventory)
|
||
|
{
|
||
|
int num = 0;
|
||
|
for (int i = 0; i < cleansableItems.Length; i++)
|
||
|
{
|
||
|
ItemIndex itemIndex = cleansableItems[i];
|
||
|
int itemCount = inventory.GetItemCount(itemIndex);
|
||
|
if (itemCount != 0)
|
||
|
{
|
||
|
inventory.RemoveItem(itemIndex, itemCount);
|
||
|
num += itemCount;
|
||
|
}
|
||
|
}
|
||
|
int num2 = 0;
|
||
|
int j = 0;
|
||
|
for (int equipmentSlotCount = inventory.GetEquipmentSlotCount(); j < equipmentSlotCount; j++)
|
||
|
{
|
||
|
EquipmentState equipment = inventory.GetEquipment((uint)j);
|
||
|
for (int k = 0; k < cleansableEquipments.Length; k++)
|
||
|
{
|
||
|
if (equipment.equipmentIndex == cleansableEquipments[k])
|
||
|
{
|
||
|
inventory.SetEquipment(EquipmentState.empty, (uint)j);
|
||
|
num2++;
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
return num + num2;
|
||
|
}
|
||
|
|
||
|
public Interactability GetInteractability(Interactor activator)
|
||
|
{
|
||
|
CharacterBody component = activator.GetComponent<CharacterBody>();
|
||
|
if ((bool)component)
|
||
|
{
|
||
|
Inventory inventory = component.inventory;
|
||
|
if ((bool)inventory && InventoryIsCleansable(inventory))
|
||
|
{
|
||
|
return Interactability.Available;
|
||
|
}
|
||
|
}
|
||
|
return Interactability.ConditionsNotMet;
|
||
|
}
|
||
|
|
||
|
public void OnInteractionBegin(Interactor activator)
|
||
|
{
|
||
|
CharacterBody component = activator.GetComponent<CharacterBody>();
|
||
|
if ((bool)component)
|
||
|
{
|
||
|
Inventory inventory = component.inventory;
|
||
|
if ((bool)inventory)
|
||
|
{
|
||
|
CleanseInventoryServer(inventory);
|
||
|
EffectManager.SimpleEffect(activationEffectPrefab, base.transform.position, base.transform.rotation, transmit: true);
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
public bool ShouldIgnoreSpherecastForInteractibility(Interactor activator)
|
||
|
{
|
||
|
return false;
|
||
|
}
|
||
|
|
||
|
public bool ShouldShowOnScanner()
|
||
|
{
|
||
|
return true;
|
||
|
}
|
||
|
|
||
|
public bool ShouldProximityHighlight()
|
||
|
{
|
||
|
return true;
|
||
|
}
|
||
|
|
||
|
[SystemInitializer(new Type[]
|
||
|
{
|
||
|
typeof(ItemCatalog),
|
||
|
typeof(EquipmentCatalog)
|
||
|
})]
|
||
|
private static void Init()
|
||
|
{
|
||
|
List<ItemIndex> list = new List<ItemIndex>();
|
||
|
List<EquipmentIndex> list2 = new List<EquipmentIndex>();
|
||
|
ItemIndex itemIndex = ItemIndex.Count;
|
||
|
for (ItemIndex itemCount = (ItemIndex)ItemCatalog.itemCount; itemIndex < itemCount; itemIndex++)
|
||
|
{
|
||
|
ItemDef itemDef = ItemCatalog.GetItemDef(itemIndex);
|
||
|
if (itemDef.tier == ItemTier.Lunar || itemDef.ContainsTag(ItemTag.Cleansable))
|
||
|
{
|
||
|
list.Add(itemIndex);
|
||
|
}
|
||
|
}
|
||
|
EquipmentIndex equipmentIndex = (EquipmentIndex)0;
|
||
|
for (EquipmentIndex equipmentCount = (EquipmentIndex)EquipmentCatalog.equipmentCount; equipmentIndex < equipmentCount; equipmentIndex++)
|
||
|
{
|
||
|
if (EquipmentCatalog.GetEquipmentDef(equipmentIndex).isLunar)
|
||
|
{
|
||
|
list2.Add(equipmentIndex);
|
||
|
}
|
||
|
}
|
||
|
cleansableItems = list.ToArray();
|
||
|
cleansableEquipments = list2.ToArray();
|
||
|
}
|
||
|
}
|