r2mods/ilspy_dump/ror2_csproj/RoR2/EntityStateMachine.cs

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2024-10-04 07:26:37 +00:00
using System;
using System.Collections.Generic;
using EntityStates;
using HG;
using JetBrains.Annotations;
using RoR2.CharacterAI;
using RoR2.Projectile;
using UnityEngine;
using UnityEngine.Networking;
namespace RoR2;
public class EntityStateMachine : MonoBehaviour, IManagedMonoBehaviour
{
public struct CommonComponentCache
{
public readonly Transform transform;
public readonly CharacterBody characterBody;
public readonly CharacterMotor characterMotor;
public readonly CharacterDirection characterDirection;
public readonly Rigidbody rigidbody;
public readonly RigidbodyMotor rigidbodyMotor;
public readonly RigidbodyDirection rigidbodyDirection;
public readonly RailMotor railMotor;
public readonly ModelLocator modelLocator;
public readonly InputBankTest inputBank;
public readonly TeamComponent teamComponent;
public readonly HealthComponent healthComponent;
public readonly SkillLocator skillLocator;
public readonly CharacterEmoteDefinitions characterEmoteDefinitions;
public readonly CameraTargetParams cameraTargetParams;
public readonly SfxLocator sfxLocator;
public readonly BodyAnimatorSmoothingParameters bodyAnimatorSmoothingParameters;
public readonly ProjectileController projectileController;
public CommonComponentCache(GameObject gameObject)
{
transform = gameObject.transform;
characterBody = gameObject.GetComponent<CharacterBody>();
characterMotor = gameObject.GetComponent<CharacterMotor>();
characterDirection = gameObject.GetComponent<CharacterDirection>();
rigidbody = gameObject.GetComponent<Rigidbody>();
rigidbodyMotor = gameObject.GetComponent<RigidbodyMotor>();
rigidbodyDirection = gameObject.GetComponent<RigidbodyDirection>();
railMotor = gameObject.GetComponent<RailMotor>();
modelLocator = gameObject.GetComponent<ModelLocator>();
inputBank = gameObject.GetComponent<InputBankTest>();
teamComponent = gameObject.GetComponent<TeamComponent>();
healthComponent = gameObject.GetComponent<HealthComponent>();
skillLocator = gameObject.GetComponent<SkillLocator>();
characterEmoteDefinitions = gameObject.GetComponent<CharacterEmoteDefinitions>();
cameraTargetParams = gameObject.GetComponent<CameraTargetParams>();
sfxLocator = gameObject.GetComponent<SfxLocator>();
bodyAnimatorSmoothingParameters = gameObject.GetComponent<BodyAnimatorSmoothingParameters>();
projectileController = gameObject.GetComponent<ProjectileController>();
}
}
public delegate void ModifyNextStateDelegate(EntityStateMachine entityStateMachine, ref EntityState newNextState);
private EntityState nextState;
[Tooltip("The name of this state machine.")]
public string customName;
[Tooltip("The type of the state to enter when this component is first activated.")]
public SerializableEntityStateType initialStateType = new SerializableEntityStateType(typeof(TestState1));
[Tooltip("The preferred main state of this state machine.")]
public SerializableEntityStateType mainStateType;
public CommonComponentCache commonComponents;
[NonSerialized]
public int networkIndex = -1;
[NonSerialized]
public bool AllowStartWithoutNetworker;
[NonSerialized]
public bool ShouldStateTransitionOnUpdate;
public ModifyNextStateDelegate nextStateModifier;
public bool debug;
public EntityState state { get; private set; }
public NetworkStateMachine networker { get; set; }
public NetworkIdentity networkIdentity { get; set; }
public bool AlwaysUpdate => false;
public bool destroying { get; private set; }
public void SetNextState(EntityState newNextState)
{
nextStateModifier?.Invoke(this, ref newNextState);
nextState = newNextState;
}
public void SetNextStateToMain()
{
SetNextState(EntityStateCatalog.InstantiateState(ref mainStateType));
}
public bool CanInterruptState(InterruptPriority interruptPriority)
{
return (nextState ?? state).GetMinimumInterruptPriority() <= interruptPriority;
}
public bool SetInterruptState(EntityState newNextState, InterruptPriority interruptPriority)
{
if (CanInterruptState(interruptPriority))
{
_ = debug;
SetNextState(newNextState);
return true;
}
return false;
}
public bool HasPendingState()
{
return nextState != null;
}
public bool IsInMainState()
{
if (state != null)
{
return state.GetType() == mainStateType.stateType;
}
return false;
}
public bool IsInInitialState()
{
if (state != null)
{
return state.GetType() == initialStateType.stateType;
}
return false;
}
public void SetState([NotNull] EntityState newState)
{
nextState = null;
newState.outer = this;
if (state == null)
{
Debug.LogErrorFormat("State machine {0} on object {1} does not have a state!", customName, base.gameObject);
}
state.ModifyNextState(newState);
state.OnExit();
_ = debug;
state = newState;
state.OnEnter();
if (networkIndex != -1)
{
if (!networker)
{
Debug.LogErrorFormat("State machine {0} on object {1} does not have a networker assigned!", customName, base.gameObject);
}
networker.SendSetEntityState(networkIndex);
}
}
private void Awake()
{
if (!networker)
{
networker = GetComponent<NetworkStateMachine>();
}
if (!networkIdentity)
{
networkIdentity = GetComponent<NetworkIdentity>();
}
commonComponents = new CommonComponentCache(base.gameObject);
state = new Uninitialized();
state.outer = this;
}
private void Start()
{
if (nextState != null && (AllowStartWithoutNetworker || ((bool)networker && !networker.hasAuthority)))
{
SetState(nextState);
return;
}
Type stateType = initialStateType.stateType;
if (state is Uninitialized && stateType != null && stateType.IsSubclassOf(typeof(EntityState)))
{
SetState(EntityStateCatalog.InstantiateState(stateType));
}
}
public void Update()
{
ManagedUpdate();
}
public void FixedUpdate()
{
ManagedFixedUpdate(Time.deltaTime);
}
public void ManagedUpdate()
{
state.Update();
if (ShouldStateTransitionOnUpdate)
{
TryStateTransition();
}
}
public void ManagedFixedUpdate(float deltaTime)
{
if (!destroying)
{
if (!ShouldStateTransitionOnUpdate)
{
TryStateTransition();
}
state.FixedUpdate();
}
}
private void TryStateTransition()
{
if (nextState != null)
{
SetState(nextState);
}
}
private void OnDestroy()
{
destroying = true;
if (state != null)
{
state.OnExit();
state = null;
}
}
private void OnValidate()
{
if (!(mainStateType.stateType == null))
{
return;
}
if (customName == "Body")
{
if ((bool)GetComponent<CharacterMotor>())
{
mainStateType = new SerializableEntityStateType(typeof(GenericCharacterMain));
}
else if ((bool)GetComponent<RigidbodyMotor>())
{
mainStateType = new SerializableEntityStateType(typeof(FlyState));
}
}
else if (customName == "Weapon")
{
mainStateType = new SerializableEntityStateType(typeof(Idle));
}
else if (customName == "AI")
{
BaseAI component = GetComponent<BaseAI>();
if ((bool)component)
{
mainStateType = component.scanState;
}
}
}
public static EntityStateMachine FindByCustomName(GameObject gameObject, string customName)
{
List<EntityStateMachine> gameObjectComponents = GetComponentsCache<EntityStateMachine>.GetGameObjectComponents(gameObject);
EntityStateMachine result = null;
int i = 0;
for (int count = gameObjectComponents.Count; i < count; i++)
{
if (string.CompareOrdinal(customName, gameObjectComponents[i].customName) == 0)
{
result = gameObjectComponents[i];
break;
}
}
GetComponentsCache<EntityStateMachine>.ReturnBuffer(gameObjectComponents);
return result;
}
}