r2mods/ilspy_dump/ror2_csproj/RoR2/EffectCatalog.cs

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2024-10-04 07:26:37 +00:00
using System;
using HG;
using RoR2.ContentManagement;
using UnityEngine;
namespace RoR2;
public static class EffectCatalog
{
private static EffectDef[] entries = Array.Empty<EffectDef>();
public static int effectCount => entries.Length;
[SystemInitializer(new Type[] { })]
public static void Init()
{
SetEntries(ContentManager.effectDefs);
}
public static void SetEntries(EffectDef[] newEntries)
{
EffectDef[] array = entries;
foreach (EffectDef obj in array)
{
obj.index = EffectIndex.Invalid;
obj.prefabEffectComponent.effectIndex = EffectIndex.Invalid;
}
ArrayUtils.CloneTo(newEntries, ref entries);
Array.Sort(entries, (EffectDef a, EffectDef b) => string.CompareOrdinal(a.prefabName, b.prefabName));
for (int j = 0; j < entries.Length; j++)
{
ref EffectDef reference = ref entries[j];
reference.index = (EffectIndex)j;
reference.prefabEffectComponent.effectIndex = reference.index;
}
}
public static EffectIndex FindEffectIndexFromPrefab(GameObject effectPrefab)
{
if ((bool)effectPrefab)
{
EffectComponent component = effectPrefab.GetComponent<EffectComponent>();
if ((bool)component)
{
return component.effectIndex;
}
}
return EffectIndex.Invalid;
}
public static EffectDef GetEffectDef(EffectIndex effectIndex)
{
EffectDef[] array = entries;
EffectDef defaultValue = null;
return ArrayUtils.GetSafe(array, (int)effectIndex, in defaultValue);
}
[ConCommand(commandName = "effects_reload", flags = ConVarFlags.Cheat, helpText = "Reloads the effect catalog.")]
private static void CCEffectsReload(ConCommandArgs args)
{
throw new ConCommandException("Command unavailable outside editor until asset reloading is implemented at the ContentPack level.");
}
}