r2mods/ilspy_dump/ror2_csproj/RoR2.Skills/SkillDef.cs

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2024-10-04 07:26:37 +00:00
using System;
using EntityStates;
using JetBrains.Annotations;
using UnityEngine;
using UnityEngine.Serialization;
namespace RoR2.Skills;
[CreateAssetMenu(menuName = "RoR2/SkillDef/Generic")]
public class SkillDef : ScriptableObject
{
public class BaseSkillInstanceData
{
}
[Tooltip("The name of the skill. This is mainly for purposes of identification in the inspector and currently has no direct effect.")]
[Header("Skill Identifier")]
public string skillName = "";
[Tooltip("The language token with the name of this skill.")]
[Header("User-Facing Info")]
public string skillNameToken = "";
[Tooltip("The language token with the description of this skill.")]
public string skillDescriptionToken = "";
[Tooltip("Extra tooltips when hovered over in character select. Currently only used in that area!")]
public string[] keywordTokens;
[Tooltip("The icon to display for this skill.")]
[ShowThumbnail]
public Sprite icon;
[Header("State Machine Parameters")]
[Tooltip("The state machine this skill operates upon.")]
public string activationStateMachineName;
[Tooltip("The state to enter when this skill is activated.")]
public SerializableEntityStateType activationState;
[Tooltip("The priority of this skill.")]
public InterruptPriority interruptPriority = InterruptPriority.Skill;
[Tooltip("How long it takes for this skill to recharge after being used.")]
[Header("Stock and Cooldown")]
public float baseRechargeInterval = 1f;
[Tooltip("Maximum number of charges this skill can carry.")]
public int baseMaxStock = 1;
[Tooltip("How much stock to restore on a recharge.")]
public int rechargeStock = 1;
[Tooltip("How much stock is required to activate this skill.")]
public int requiredStock = 1;
[Tooltip("How much stock to deduct when the skill is activated.")]
public int stockToConsume = 1;
[Tooltip("Makes the skill restock interval divided by attack speed if checked.")]
public bool attackSpeedBuffsRestockSpeed;
[Tooltip("Increases the efficacy of attack speed on restock time.")]
[Range(1f, 10f)]
public float attackSpeedBuffsRestockSpeed_Multiplier = 1f;
[Tooltip("Whether or not it resets any progress on cooldowns.")]
[Header("Optional Parameters, Stock")]
[FormerlySerializedAs("isBullets")]
public bool resetCooldownTimerOnUse;
[Tooltip("Whether or not to fully restock this skill when it's assigned.")]
public bool fullRestockOnAssign = true;
[Tooltip("Whether or not this skill can hold past it's maximum stock.")]
public bool dontAllowPastMaxStocks;
[Tooltip("Whether or not the cooldown waits until it leaves the set state")]
public bool beginSkillCooldownOnSkillEnd;
[Tooltip("Whether or not activating the skill forces off sprinting.")]
[FormerlySerializedAs("noSprint")]
[Header("Optional Parameters, Sprinting")]
public bool cancelSprintingOnActivation = true;
[FormerlySerializedAs("mobilitySkill")]
[Tooltip("Whether or not this skill is considered 'mobility'. Currently just forces sprint.")]
public bool forceSprintDuringState;
[Tooltip("Whether or not sprinting sets the skill's state to be reset.")]
public bool canceledFromSprinting;
[Header("Optional Parameters, Misc")]
[Tooltip("Whether or not this is considered a combat skill.")]
public bool isCombatSkill = true;
[Tooltip("The skill can't be activated if the key is held.")]
public bool mustKeyPress;
[Tooltip("If true, CharacterBody handles LuminiousShot buffs. If false, the skill must handle it.")]
public bool autoHandleLuminousShot = true;
[Tooltip("If true, the SkillIcon will not show this skill's stock count.")]
public bool hideStockCount;
[Obsolete("Accessing UnityEngine.Object.Name causes allocations on read. Look up the name from the catalog instead. If absolutely necessary to perform direct access, cast to ScriptableObject first.")]
public new string name => null;
public int skillIndex { get; set; }
public virtual BaseSkillInstanceData OnAssigned([NotNull] GenericSkill skillSlot)
{
return null;
}
public virtual void OnUnassigned([NotNull] GenericSkill skillSlot)
{
}
public virtual Sprite GetCurrentIcon([NotNull] GenericSkill skillSlot)
{
return icon;
}
public virtual string GetCurrentNameToken([NotNull] GenericSkill skillSlot)
{
return skillNameToken;
}
public virtual string GetCurrentDescriptionToken([NotNull] GenericSkill skillSlot)
{
return skillDescriptionToken;
}
protected bool HasRequiredStockAndDelay([NotNull] GenericSkill skillSlot)
{
return skillSlot.stock >= requiredStock;
}
public virtual bool CanExecute([NotNull] GenericSkill skillSlot)
{
if (HasRequiredStockAndDelay(skillSlot) && IsReady(skillSlot) && (bool)skillSlot.stateMachine && !skillSlot.stateMachine.HasPendingState())
{
return skillSlot.stateMachine.CanInterruptState(interruptPriority);
}
return false;
}
public virtual bool IsReady([NotNull] GenericSkill skillSlot)
{
return HasRequiredStockAndDelay(skillSlot);
}
protected virtual EntityState InstantiateNextState([NotNull] GenericSkill skillSlot)
{
EntityState entityState = EntityStateCatalog.InstantiateState(ref activationState);
if (entityState is ISkillState skillState)
{
skillState.activatorSkillSlot = skillSlot;
}
return entityState;
}
public virtual void OnExecute([NotNull] GenericSkill skillSlot)
{
skillSlot.stateMachine.SetInterruptState(InstantiateNextState(skillSlot), interruptPriority);
if (cancelSprintingOnActivation)
{
skillSlot.characterBody.isSprinting = false;
}
skillSlot.stock -= stockToConsume;
if (resetCooldownTimerOnUse)
{
skillSlot.rechargeStopwatch = 0f;
}
if ((bool)skillSlot.characterBody)
{
skillSlot.characterBody.OnSkillActivated(skillSlot);
}
}
public virtual void OnFixedUpdate([NotNull] GenericSkill skillSlot, float deltaTime)
{
skillSlot.RunRecharge(deltaTime);
if (((canceledFromSprinting && skillSlot.characterBody.isSprinting) || forceSprintDuringState) && skillSlot.stateMachine.state.GetType() == activationState.stateType)
{
if (canceledFromSprinting && skillSlot.characterBody.isSprinting)
{
skillSlot.stateMachine.SetNextStateToMain();
}
if (forceSprintDuringState)
{
skillSlot.characterBody.isSprinting = true;
}
}
}
public bool IsAlreadyInState([NotNull] GenericSkill skillSlot)
{
return skillSlot?.stateMachine.state.GetType() == activationState.stateType;
}
public virtual int GetMaxStock([NotNull] GenericSkill skillSlot)
{
return baseMaxStock;
}
public virtual int GetRechargeStock([NotNull] GenericSkill skillSlot)
{
return rechargeStock;
}
public virtual float GetRechargeInterval([NotNull] GenericSkill skillSlot)
{
if (attackSpeedBuffsRestockSpeed)
{
float num = skillSlot.characterBody.attackSpeed - skillSlot.characterBody.baseAttackSpeed;
num *= attackSpeedBuffsRestockSpeed_Multiplier;
num += 1f;
if (num < 0.5f)
{
num = 0.5f;
}
return baseRechargeInterval / num;
}
return baseRechargeInterval;
}
}