647 lines
13 KiB
C#
647 lines
13 KiB
C#
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using System;
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using System.Collections.Generic;
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using EntityStates;
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using HG;
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using JetBrains.Annotations;
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using RoR2.Skills;
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using UnityEngine;
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namespace RoR2;
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[RequireComponent(typeof(CharacterBody))]
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public sealed class GenericSkill : MonoBehaviour, ILifeBehavior, IManagedMonoBehaviour
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{
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public class SkillOverride : IEquatable<SkillOverride>
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{
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public readonly object source;
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public readonly SkillDef skillDef;
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public readonly SkillOverridePriority priority;
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public int stock;
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public float rechargeStopwatch;
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public SkillOverride(object source, SkillDef skillDef, SkillOverridePriority priority)
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{
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this.source = source;
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this.skillDef = skillDef;
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this.priority = priority;
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stock = 0;
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rechargeStopwatch = 0f;
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}
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public bool Equals(SkillOverride other)
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{
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if (object.Equals(source, other.source) && object.Equals(skillDef, other.skillDef))
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{
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return priority == other.priority;
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}
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return false;
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}
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public override bool Equals(object obj)
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{
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if (obj is SkillOverride other)
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{
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return Equals(other);
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}
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return false;
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}
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public override int GetHashCode()
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{
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return (((((source != null) ? source.GetHashCode() : 0) * 397) ^ ((skillDef != null) ? skillDef.GetHashCode() : 0)) * 397) ^ (int)priority;
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}
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}
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public enum SkillOverridePriority
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{
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Default,
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Loadout,
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Upgrade,
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Replacement,
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Contextual,
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Network
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}
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public class SkillOverrideHandle : IDisposable
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{
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public readonly object source;
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public readonly SkillDef skill;
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public readonly GenericSkill skillSlot;
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public readonly SkillOverridePriority priority;
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public void Dispose()
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{
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}
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}
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public delegate void StateMachineResolver(GenericSkill genericSkill, SkillDef skillDef, ref EntityStateMachine targetStateMachine);
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[SerializeField]
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private SkillFamily _skillFamily;
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public string skillName;
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public bool hideInCharacterSelect;
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private static readonly List<EntityStateMachine> stateMachineLookupBuffer = new List<EntityStateMachine>();
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private SkillOverride[] skillOverrides = Array.Empty<SkillOverride>();
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private int currentSkillOverride = -1;
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private int bonusStockFromBody;
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public int baseStock;
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private float finalRechargeInterval;
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private float _cooldownScale = 1f;
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private float _flatCooldownReduction = 1f;
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private float _temporaryCooldownPenalty;
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public float baseRechargeStopwatch;
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[HideInInspector]
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public bool hasExecutedSuccessfully;
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public SkillDef skillDef { get; private set; }
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public SkillFamily skillFamily => _skillFamily;
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public SkillDef baseSkill { get; private set; }
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public string skillNameToken => skillDef.GetCurrentNameToken(this);
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public string skillDescriptionToken => skillDef.GetCurrentDescriptionToken(this);
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public float baseRechargeInterval => skillDef.GetRechargeInterval(this);
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public int rechargeStock => skillDef.GetRechargeStock(this);
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public bool beginSkillCooldownOnSkillEnd => skillDef.beginSkillCooldownOnSkillEnd;
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public SerializableEntityStateType activationState => skillDef.activationState;
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public InterruptPriority interruptPriority => skillDef.interruptPriority;
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public bool isCombatSkill => skillDef.isCombatSkill;
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public bool mustKeyPress => skillDef.mustKeyPress;
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public Sprite icon => skillDef.GetCurrentIcon(this);
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[CanBeNull]
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public EntityStateMachine stateMachine { get; private set; }
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[CanBeNull]
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public SkillDef.BaseSkillInstanceData skillInstanceData { get; set; }
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public CharacterBody characterBody { get; private set; }
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public SkillDef defaultSkillDef { get; private set; }
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public int maxStock { get; private set; } = 1;
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public int stock
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{
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get
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{
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if (currentSkillOverride >= 0 && currentSkillOverride < skillOverrides.Length)
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{
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return skillOverrides[currentSkillOverride].stock;
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}
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return baseStock;
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}
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set
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{
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if (currentSkillOverride >= 0 && currentSkillOverride < skillOverrides.Length)
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{
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skillOverrides[currentSkillOverride].stock = value;
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}
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else
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{
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baseStock = value;
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}
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}
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}
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public float cooldownScale
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{
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get
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{
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return _cooldownScale;
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}
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set
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{
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if (_cooldownScale != value)
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{
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_cooldownScale = value;
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RecalculateFinalRechargeInterval();
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}
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}
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}
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public float flatCooldownReduction
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{
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get
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{
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return _flatCooldownReduction;
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}
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set
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{
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if (_flatCooldownReduction != value)
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{
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_flatCooldownReduction = value;
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RecalculateFinalRechargeInterval();
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}
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}
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}
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public float temporaryCooldownPenalty
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{
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get
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{
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return _temporaryCooldownPenalty;
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}
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set
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{
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if (_temporaryCooldownPenalty != value)
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{
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_temporaryCooldownPenalty = value;
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RecalculateFinalRechargeInterval();
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}
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}
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}
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public float rechargeStopwatch
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{
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get
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{
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if (currentSkillOverride >= 0 && currentSkillOverride < skillOverrides.Length)
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{
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return skillOverrides[currentSkillOverride].rechargeStopwatch;
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}
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return baseRechargeStopwatch;
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}
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set
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{
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if (currentSkillOverride >= 0 && currentSkillOverride < skillOverrides.Length)
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{
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skillOverrides[currentSkillOverride].rechargeStopwatch = value;
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}
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else
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{
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baseRechargeStopwatch = value;
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}
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}
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}
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public float cooldownRemaining
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{
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get
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{
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if (stock != maxStock && rechargeStock != 0)
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{
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return finalRechargeInterval - rechargeStopwatch;
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}
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return 0f;
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}
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}
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public event Action<GenericSkill> onSkillChanged;
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private event StateMachineResolver _customStateMachineResolver;
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public event StateMachineResolver customStateMachineResolver
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{
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add
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{
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_customStateMachineResolver += value;
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PickTargetStateMachine();
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}
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remove
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{
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_customStateMachineResolver -= value;
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PickTargetStateMachine();
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}
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}
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private int FindSkillOverrideIndex(ref SkillOverride skillOverride)
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{
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for (int i = 0; i < skillOverrides.Length; i++)
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{
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if (skillOverrides[i].Equals(skillOverride))
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{
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return i;
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}
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}
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return -1;
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}
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public void SetSkillOverride(object source, SkillDef skillDef, SkillOverridePriority priority)
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{
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SkillOverride skillOverride = new SkillOverride(source, skillDef, priority);
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if (FindSkillOverrideIndex(ref skillOverride) == -1)
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{
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ArrayUtils.ArrayAppend(ref skillOverrides, in skillOverride);
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PickCurrentOverride();
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}
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}
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public void UnsetSkillOverride(object source, SkillDef skillDef, SkillOverridePriority priority)
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{
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SkillOverride skillOverride = new SkillOverride(source, skillDef, priority);
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int num = FindSkillOverrideIndex(ref skillOverride);
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if (num != -1)
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{
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ArrayUtils.ArrayRemoveAtAndResize(ref skillOverrides, num);
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PickCurrentOverride();
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}
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}
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public bool HasSkillOverrideOfPriority(SkillOverridePriority priority)
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{
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for (int i = 0; i < skillOverrides.Length; i++)
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{
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if (priority == skillOverrides[i].priority)
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{
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return true;
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}
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}
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return false;
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}
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private void PickCurrentOverride()
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{
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currentSkillOverride = -1;
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SkillOverridePriority skillOverridePriority = SkillOverridePriority.Default;
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for (int i = 0; i < skillOverrides.Length; i++)
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{
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SkillOverridePriority priority = skillOverrides[i].priority;
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if (skillOverridePriority <= priority)
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{
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currentSkillOverride = i;
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skillOverridePriority = priority;
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}
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}
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if (currentSkillOverride == -1)
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{
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SetSkillInternal(baseSkill);
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}
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else
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{
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SetSkillInternal(skillOverrides[currentSkillOverride].skillDef);
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}
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}
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private void SetSkillInternal(SkillDef newSkillDef)
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{
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if (!(skillDef == newSkillDef))
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{
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UnassignSkill();
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AssignSkill(newSkillDef);
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this.onSkillChanged?.Invoke(this);
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}
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}
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public void SetBaseSkill(SkillDef newSkillDef)
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{
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baseSkill = newSkillDef;
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PickCurrentOverride();
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}
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private void UnassignSkill()
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{
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if ((object)skillDef != null)
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{
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skillDef.OnUnassigned(this);
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skillInstanceData = null;
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skillDef = null;
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}
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}
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private void AssignSkill(SkillDef newSkillDef)
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{
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skillDef = newSkillDef;
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if ((object)skillDef != null)
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{
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PickTargetStateMachine();
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RecalculateMaxStock();
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if (skillDef.fullRestockOnAssign && stock < maxStock)
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{
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stock = maxStock;
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}
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if (skillDef.dontAllowPastMaxStocks)
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{
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stock = Mathf.Min(maxStock, stock);
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}
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skillInstanceData = skillDef.OnAssigned(this);
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RecalculateFinalRechargeInterval();
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}
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}
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public void SetBonusStockFromBody(int newBonusStockFromBody)
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{
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bonusStockFromBody = newBonusStockFromBody;
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RecalculateMaxStock();
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}
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private void RecalculateMaxStock()
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{
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if (skillDef != null)
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{
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maxStock = skillDef.GetMaxStock(this) + bonusStockFromBody;
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}
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else
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{
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maxStock = 1;
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}
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}
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private void Awake()
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{
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defaultSkillDef = skillFamily.defaultSkillDef;
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baseSkill = defaultSkillDef;
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characterBody = GetComponent<CharacterBody>();
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AssignSkill(defaultSkillDef);
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}
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private void OnDestroy()
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{
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UnassignSkill();
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}
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private void Start()
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{
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RecalculateMaxStock();
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stock = maxStock;
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}
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private void FixedUpdate()
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{
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ManagedFixedUpdate(Time.fixedDeltaTime);
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}
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public void ManagedFixedUpdate(float deltaTime)
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{
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skillDef?.OnFixedUpdate(this, deltaTime);
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}
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public void OnDeathStart()
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{
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base.enabled = false;
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}
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public bool CanExecute()
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{
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return skillDef?.CanExecute(this) ?? false;
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}
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public bool IsReady()
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{
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return skillDef?.IsReady(this) ?? false;
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}
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public bool ExecuteIfReady()
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{
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hasExecutedSuccessfully = CanExecute();
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if (hasExecutedSuccessfully)
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{
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OnExecute();
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return true;
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}
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return false;
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}
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public void RunRecharge(float dt)
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{
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if (stock < maxStock)
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{
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if (!beginSkillCooldownOnSkillEnd || !(stateMachine.state.GetType() == activationState.stateType))
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{
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rechargeStopwatch += dt;
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}
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if (skillDef != null && skillDef.attackSpeedBuffsRestockSpeed)
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{
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RecalculateFinalRechargeInterval();
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}
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if (rechargeStopwatch >= finalRechargeInterval)
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{
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temporaryCooldownPenalty = 0f;
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RestockSteplike();
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}
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}
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}
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public void Reset()
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{
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rechargeStopwatch = 0f;
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stock = maxStock;
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}
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public bool CanApplyAmmoPack()
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{
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if (stock < maxStock)
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{
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return true;
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}
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return false;
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}
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public void ApplyAmmoPack()
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{
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if (stock < maxStock)
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{
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stock += rechargeStock;
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if (stock > maxStock)
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{
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stock = maxStock;
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}
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}
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}
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public void AddOneStock()
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{
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int num = stock + 1;
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stock = num;
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rechargeStopwatch = 0f;
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}
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public void RemoveAllStocks()
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{
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stock = 0;
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rechargeStopwatch = 0f;
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}
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public void DeductStock(int count)
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||
|
{
|
||
|
stock = Mathf.Max(0, stock - count);
|
||
|
}
|
||
|
|
||
|
private void OnExecute()
|
||
|
{
|
||
|
skillDef.OnExecute(this);
|
||
|
}
|
||
|
|
||
|
public void RechargeBaseSkill(float dt)
|
||
|
{
|
||
|
if (baseSkill == null)
|
||
|
{
|
||
|
return;
|
||
|
}
|
||
|
float rechargeInterval = baseSkill.GetRechargeInterval(this);
|
||
|
float num = Mathf.Min(rechargeInterval, Mathf.Max(0.5f, rechargeInterval * cooldownScale - flatCooldownReduction)) + temporaryCooldownPenalty;
|
||
|
int baseMaxStock = GetBaseMaxStock();
|
||
|
if (num == 0f)
|
||
|
{
|
||
|
baseStock = baseMaxStock;
|
||
|
baseRechargeStopwatch = 0f;
|
||
|
return;
|
||
|
}
|
||
|
baseRechargeStopwatch += dt;
|
||
|
int num2 = baseSkill.GetRechargeStock(this);
|
||
|
int num3 = Mathf.FloorToInt(baseRechargeStopwatch / num * (float)num2);
|
||
|
baseStock += num3;
|
||
|
if (baseStock >= baseMaxStock)
|
||
|
{
|
||
|
baseStock = baseMaxStock;
|
||
|
baseRechargeStopwatch = 0f;
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
baseRechargeStopwatch -= (float)num3 * num;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
public int GetBaseStock()
|
||
|
{
|
||
|
return baseStock;
|
||
|
}
|
||
|
|
||
|
public int GetBaseMaxStock()
|
||
|
{
|
||
|
if (baseSkill == null)
|
||
|
{
|
||
|
return 1;
|
||
|
}
|
||
|
return baseSkill.GetMaxStock(this) + bonusStockFromBody;
|
||
|
}
|
||
|
|
||
|
private void RestockContinuous()
|
||
|
{
|
||
|
if (finalRechargeInterval == 0f)
|
||
|
{
|
||
|
stock = maxStock;
|
||
|
rechargeStopwatch = 0f;
|
||
|
return;
|
||
|
}
|
||
|
int num = Mathf.FloorToInt(rechargeStopwatch / finalRechargeInterval * (float)rechargeStock);
|
||
|
stock += num;
|
||
|
if (stock >= maxStock)
|
||
|
{
|
||
|
stock = maxStock;
|
||
|
rechargeStopwatch = 0f;
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
rechargeStopwatch -= (float)num * finalRechargeInterval;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
public void RestockSteplike()
|
||
|
{
|
||
|
stock += rechargeStock;
|
||
|
if (stock >= maxStock)
|
||
|
{
|
||
|
stock = maxStock;
|
||
|
}
|
||
|
rechargeStopwatch = 0f;
|
||
|
}
|
||
|
|
||
|
public float CalculateFinalRechargeInterval()
|
||
|
{
|
||
|
return Mathf.Min(baseRechargeInterval, Mathf.Max(0.5f, baseRechargeInterval * cooldownScale - flatCooldownReduction)) + temporaryCooldownPenalty;
|
||
|
}
|
||
|
|
||
|
private void RecalculateFinalRechargeInterval()
|
||
|
{
|
||
|
finalRechargeInterval = CalculateFinalRechargeInterval();
|
||
|
}
|
||
|
|
||
|
public void RecalculateValues()
|
||
|
{
|
||
|
RecalculateMaxStock();
|
||
|
RecalculateFinalRechargeInterval();
|
||
|
}
|
||
|
|
||
|
private void PickTargetStateMachine()
|
||
|
{
|
||
|
EntityStateMachine targetStateMachine = stateMachine;
|
||
|
if (!string.Equals(stateMachine?.customName, skillDef.activationStateMachineName, StringComparison.Ordinal))
|
||
|
{
|
||
|
targetStateMachine = EntityStateMachine.FindByCustomName(base.gameObject, skillDef.activationStateMachineName);
|
||
|
}
|
||
|
this._customStateMachineResolver?.Invoke(this, skillDef, ref targetStateMachine);
|
||
|
stateMachine = targetStateMachine;
|
||
|
}
|
||
|
|
||
|
[AssetCheck(typeof(GenericSkill))]
|
||
|
private static void CheckGenericSkillStateMachine(AssetCheckArgs args)
|
||
|
{
|
||
|
if (((GenericSkill)args.asset).stateMachine.customName == string.Empty)
|
||
|
{
|
||
|
args.LogError("Unnamed state machine.", ((GenericSkill)args.asset).gameObject);
|
||
|
}
|
||
|
}
|
||
|
}
|