r2mods/ilspy_dump/ror2_csproj/FirstSelectedObjectProvider.cs

189 lines
4.8 KiB
C#

using System.Collections.Generic;
using RoR2.UI;
using UnityEngine;
using UnityEngine.UI;
public class FirstSelectedObjectProvider : MonoBehaviour
{
public GameObject firstSelectedObject;
public GameObject[] fallBackFirstSelectedObjects;
private GameObject lastSelected;
public GameObject[] enforceCurrentSelectionIsInList;
public bool takeAbsolutePriority;
public static FirstSelectedObjectProvider priorityHolder;
private void OnEnable()
{
if (takeAbsolutePriority)
{
priorityHolder = this;
}
}
private void OnDisable()
{
if (takeAbsolutePriority && priorityHolder == this)
{
priorityHolder = null;
}
}
private GameObject getInteractableFirstSelectedObject()
{
if ((bool)firstSelectedObject && firstSelectedObject.GetComponent<Selectable>().interactable && firstSelectedObject.activeInHierarchy)
{
return firstSelectedObject;
}
if (fallBackFirstSelectedObjects == null)
{
return null;
}
for (int i = 0; i < fallBackFirstSelectedObjects.Length; i++)
{
if (fallBackFirstSelectedObjects[i].GetComponent<Selectable>().interactable && fallBackFirstSelectedObjects[i].activeInHierarchy)
{
return fallBackFirstSelectedObjects[i];
}
}
return null;
}
public void EnsureSelectedObject()
{
if (priorityHolder != null && priorityHolder != this)
{
return;
}
GameObject interactableFirstSelectedObject = getInteractableFirstSelectedObject();
if (!(interactableFirstSelectedObject != null))
{
return;
}
MPEventSystemLocator component = interactableFirstSelectedObject.GetComponent<MPEventSystemLocator>();
if (!component)
{
return;
}
MPEventSystem eventSystem = component.eventSystem;
if (!eventSystem)
{
return;
}
GameObject currentSelectedGameObject = eventSystem.currentSelectedGameObject;
if (currentSelectedGameObject == null)
{
if (lastSelected != null && lastSelected.GetComponent<Selectable>().interactable)
{
eventSystem.SetSelectedGameObject(lastSelected);
}
else
{
if (eventSystem.firstSelectedGameObject == null)
{
eventSystem.firstSelectedGameObject = interactableFirstSelectedObject;
}
eventSystem.SetSelectedGameObject(interactableFirstSelectedObject);
}
}
else
{
Selectable component2 = currentSelectedGameObject.GetComponent<Selectable>();
bool flag = true;
if (enforceCurrentSelectionIsInList != null && enforceCurrentSelectionIsInList.Length != 0)
{
flag = false;
GameObject[] array = enforceCurrentSelectionIsInList;
for (int i = 0; i < array.Length; i++)
{
if (array[i] == currentSelectedGameObject)
{
flag = true;
}
}
}
if ((bool)component2 && (!component2.interactable || !component2.isActiveAndEnabled))
{
flag = false;
}
if (!flag && (bool)component2 && (!component2.interactable || !component2.isActiveAndEnabled))
{
eventSystem.SetSelectedGameObject(interactableFirstSelectedObject);
}
}
if (component.eventSystem.currentSelectedGameObject != null)
{
lastSelected = component.eventSystem.currentSelectedGameObject;
}
}
public void ForceSelectFirstInteractable()
{
GameObject interactableFirstSelectedObject = getInteractableFirstSelectedObject();
if (!(interactableFirstSelectedObject != null))
{
return;
}
MPEventSystemLocator component = interactableFirstSelectedObject.GetComponent<MPEventSystemLocator>();
if (!component)
{
return;
}
MPEventSystem eventSystem = component.eventSystem;
if ((bool)eventSystem)
{
if (eventSystem.firstSelectedGameObject == null)
{
eventSystem.firstSelectedGameObject = interactableFirstSelectedObject;
}
eventSystem.SetSelectedGameObject(interactableFirstSelectedObject);
}
if (component.eventSystem.currentSelectedGameObject != null)
{
lastSelected = component.eventSystem.currentSelectedGameObject;
}
}
public void ResetLastSelected()
{
lastSelected = null;
}
public void AddObject(GameObject obj, bool enforceCurrentSelection = false)
{
if (firstSelectedObject == null)
{
firstSelectedObject = obj;
}
else if (fallBackFirstSelectedObjects == null)
{
fallBackFirstSelectedObjects = new GameObject[1];
fallBackFirstSelectedObjects[0] = obj;
}
else if (fallBackFirstSelectedObjects.Length >= 0)
{
List<GameObject> list = new List<GameObject>(fallBackFirstSelectedObjects);
list.Add(obj);
fallBackFirstSelectedObjects = list.ToArray();
}
if (enforceCurrentSelection)
{
if (enforceCurrentSelectionIsInList == null)
{
enforceCurrentSelectionIsInList = new GameObject[1];
enforceCurrentSelectionIsInList[0] = obj;
}
else if (enforceCurrentSelectionIsInList.Length >= 0)
{
List<GameObject> list2 = new List<GameObject>(enforceCurrentSelectionIsInList);
list2.Add(obj);
enforceCurrentSelectionIsInList = list2.ToArray();
}
}
}
}