r2mods/ilspy_dump/ror2_csproj/RoR2/GenericSkill.cs

647 lines
13 KiB
C#

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