r2mods/ilspy_dump/ror2_csproj/RoR2/SerializableLoadout.cs

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2024-10-04 07:26:37 +00:00
using System;
using System.Collections.Generic;
using RoR2.Skills;
using UnityEngine;
namespace RoR2;
[Serializable]
public class SerializableLoadout
{
[Serializable]
public struct BodyLoadout
{
[Serializable]
public struct SkillChoice
{
public SkillFamily skillFamily;
public SkillDef variant;
}
public CharacterBody body;
public SkillChoice[] skillChoices;
public SkinDef skinChoice;
}
private class LoadoutBuilder
{
private struct SkillSetter
{
public readonly BodyIndex bodyIndex;
public readonly int skillSlotIndex;
public readonly uint skillVariantIndex;
public SkillSetter(BodyIndex bodyIndex, int skillSlotIndex, uint skillVariantIndex)
{
this.bodyIndex = bodyIndex;
this.skillSlotIndex = skillSlotIndex;
this.skillVariantIndex = skillVariantIndex;
}
}
private struct SkinSetter
{
public readonly BodyIndex bodyIndex;
public readonly uint skinIndex;
public SkinSetter(BodyIndex bodyIndex, uint skinIndex)
{
this.bodyIndex = bodyIndex;
this.skinIndex = skinIndex;
}
}
private readonly SkillSetter[] skillSetters;
private readonly SkinSetter[] skinSetters;
public LoadoutBuilder(SerializableLoadout serializedLoadout)
{
BodyLoadout[] bodyLoadouts = serializedLoadout.bodyLoadouts;
List<SkillSetter> list = new List<SkillSetter>(8);
List<SkinSetter> list2 = new List<SkinSetter>(bodyLoadouts.Length);
for (int i = 0; i < bodyLoadouts.Length; i++)
{
ref BodyLoadout reference = ref bodyLoadouts[i];
CharacterBody body = reference.body;
if (!body)
{
continue;
}
BodyIndex bodyIndex = body.bodyIndex;
GenericSkill[] bodyPrefabSkillSlots = BodyCatalog.GetBodyPrefabSkillSlots(bodyIndex);
BodyLoadout.SkillChoice[] skillChoices = reference.skillChoices;
for (int j = 0; j < skillChoices.Length; j++)
{
ref BodyLoadout.SkillChoice reference2 = ref skillChoices[j];
int num = FindSkillSlotIndex(bodyPrefabSkillSlots, reference2.skillFamily);
int num2 = FindSkillVariantIndex(reference2.skillFamily, reference2.variant);
if (num != -1 && num2 != -1)
{
list.Add(new SkillSetter(bodyIndex, num, (uint)num2));
}
}
int num3 = Array.IndexOf(BodyCatalog.GetBodySkins(bodyIndex), reference.skinChoice);
if (num3 != -1)
{
list2.Add(new SkinSetter(bodyIndex, (uint)num3));
}
}
skillSetters = list.ToArray();
skinSetters = list2.ToArray();
}
public void Apply(Loadout loadout)
{
for (int i = 0; i < skillSetters.Length; i++)
{
ref SkillSetter reference = ref skillSetters[i];
loadout.bodyLoadoutManager.SetSkillVariant(reference.bodyIndex, reference.skillSlotIndex, reference.skillVariantIndex);
}
for (int j = 0; j < skinSetters.Length; j++)
{
ref SkinSetter reference2 = ref skinSetters[j];
loadout.bodyLoadoutManager.SetSkinIndex(reference2.bodyIndex, reference2.skinIndex);
}
}
private static int FindSkillSlotIndex(GenericSkill[] skillSlots, SkillFamily skillFamily)
{
for (int i = 0; i < skillSlots.Length; i++)
{
if ((object)skillSlots[i].skillFamily == skillFamily)
{
return i;
}
}
return -1;
}
private static int FindSkillVariantIndex(SkillFamily skillFamily, SkillDef skillDef)
{
if ((bool)skillFamily)
{
if (skillFamily.variants != null)
{
for (int i = 0; i < skillFamily.variants.Length; i++)
{
if ((object)skillFamily.variants[i].skillDef == skillDef)
{
return i;
}
}
}
else
{
Debug.LogError("SkillFamily " + ((UnityEngine.Object)skillFamily).name + " has null skill variants");
}
}
else
{
Debug.LogError("FindSkillVariantIndex: SkillFamily is null");
}
return -1;
}
}
public BodyLoadout[] bodyLoadouts = Array.Empty<BodyLoadout>();
private LoadoutBuilder loadoutBuilder;
private static bool loadoutSystemReady;
public bool isEmpty => bodyLoadouts.Length == 0;
public void Apply(Loadout loadout)
{
if (!loadoutSystemReady)
{
throw new InvalidOperationException("Loadout system is not yet initialized.");
}
if (loadoutBuilder == null)
{
loadoutBuilder = new LoadoutBuilder(this);
}
loadoutBuilder.Apply(loadout);
}
[SystemInitializer(new Type[] { typeof(Loadout) })]
private static void Init()
{
loadoutSystemReady = true;
}
}