r2mods/ilspy_dump/ror2_csproj/RoR2/ProjectileCatalog.cs

112 lines
3.5 KiB
C#
Raw Normal View History

2024-10-04 07:26:37 +00:00
using System;
using System.Collections.Generic;
using HG;
using RoR2.ContentManagement;
using RoR2.Modding;
using RoR2.Projectile;
using UnityEngine;
namespace RoR2;
public static class ProjectileCatalog
{
private static GameObject[] projectilePrefabs = Array.Empty<GameObject>();
private static ProjectileController[] projectilePrefabProjectileControllerComponents = Array.Empty<ProjectileController>();
private static string[] projectileNames = Array.Empty<string>();
public static int projectilePrefabCount => projectilePrefabs.Length;
[Obsolete("Use IContentPackProvider instead.")]
public static event Action<List<GameObject>> getAdditionalEntries
{
add
{
LegacyModContentPackProvider.instance.HandleLegacyGetAdditionalEntries("RoR2.ProjectileCatalog.getAdditionalEntries", value, LegacyModContentPackProvider.instance.registrationContentPack.projectilePrefabs);
}
remove
{
}
}
[SystemInitializer(new Type[] { })]
private static void Init()
{
SetProjectilePrefabs(ContentManager.projectilePrefabs);
}
private static void SetProjectilePrefabs(GameObject[] newProjectilePrefabs)
{
ProjectileController[] array = projectilePrefabProjectileControllerComponents;
for (int i = 0; i < array.Length; i++)
{
array[i].catalogIndex = -1;
}
ArrayUtils.CloneTo(newProjectilePrefabs, ref projectilePrefabs);
Array.Sort(projectilePrefabs, (GameObject a, GameObject b) => string.CompareOrdinal(a.name, b.name));
int num = 256;
if (projectilePrefabs.Length > num)
{
Debug.LogErrorFormat("Cannot have more than {0} projectile prefabs defined, which is over the limit for {1}. Check comments at error source for details.", num, typeof(byte).Name);
for (int j = num; j < projectilePrefabs.Length; j++)
{
Debug.LogErrorFormat("Could not register projectile [{0}/{1}]=\"{2}\"", j, num - 1, projectilePrefabs[j].name);
}
}
Array.Resize(ref projectilePrefabProjectileControllerComponents, projectilePrefabs.Length);
Array.Resize(ref projectileNames, projectilePrefabs.Length);
for (int k = 0; k < projectilePrefabs.Length; k++)
{
GameObject gameObject = projectilePrefabs[k];
ProjectileController component = gameObject.GetComponent<ProjectileController>();
component.catalogIndex = k;
projectilePrefabProjectileControllerComponents[k] = component;
projectileNames[k] = gameObject.name;
}
}
public static int GetProjectileIndex(GameObject projectileObject)
{
if ((bool)projectileObject)
{
return GetProjectileIndex(projectileObject.GetComponent<ProjectileController>());
}
return -1;
}
public static int GetProjectileIndex(ProjectileController projectileController)
{
if (!projectileController)
{
return -1;
}
return projectileController.catalogIndex;
}
public static GameObject GetProjectilePrefab(int projectileIndex)
{
return ArrayUtils.GetSafe(projectilePrefabs, projectileIndex);
}
public static ProjectileController GetProjectilePrefabProjectileControllerComponent(int projectileIndex)
{
return ArrayUtils.GetSafe(projectilePrefabProjectileControllerComponents, projectileIndex);
}
public static int FindProjectileIndex(string projectileName)
{
return Array.IndexOf(projectileNames, projectileName);
}
[ConCommand(commandName = "dump_projectile_map", flags = ConVarFlags.None, helpText = "Dumps the map between indices and projectile prefabs.")]
private static void DumpProjectileMap(ConCommandArgs args)
{
string[] array = new string[projectilePrefabs.Length];
for (int i = 0; i < projectilePrefabs.Length; i++)
{
array[i] = $"[{i}] = {projectilePrefabs[i].name}";
}
}
}