85 lines
2.2 KiB
C#
85 lines
2.2 KiB
C#
using System;
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using UnityEngine;
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using UnityEngine.Serialization;
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namespace RoR2.Skills;
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[CreateAssetMenu(menuName = "RoR2/SkillFamily")]
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public class SkillFamily : ScriptableObject
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{
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[Serializable]
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public struct Variant
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{
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public SkillDef skillDef;
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[Obsolete("Use 'unlockableDef' instead.")]
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public string unlockableName;
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public UnlockableDef unlockableDef;
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public ViewablesCatalog.Node viewableNode { get; set; }
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}
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[FormerlySerializedAs("Entries")]
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public Variant[] variants = Array.Empty<Variant>();
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[FormerlySerializedAs("defaultEntryIndex")]
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public uint defaultVariantIndex;
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[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.")]
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public new string name => null;
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public int catalogIndex { get; set; }
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public SkillDef defaultSkillDef => variants[defaultVariantIndex].skillDef;
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public void OnValidate()
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{
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string text = base.name;
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if (variants == null)
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{
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Debug.LogError("Skill Family \"" + text + "\" Has no Variants");
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}
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else if (defaultVariantIndex >= variants.Length)
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{
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Debug.LogError($"Skill Family \"{text}\" defaultVariantIndex ({defaultVariantIndex}) is outside the bounds of the variants array ({variants.Length}).");
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}
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}
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public string GetVariantName(int variantIndex)
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{
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return SkillCatalog.GetSkillName(variants[variantIndex].skillDef.skillIndex);
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}
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public int GetVariantIndex(string variantName)
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{
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for (int i = 0; i < variants.Length; i++)
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{
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if (GetVariantName(i).Equals(variantName, StringComparison.Ordinal))
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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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[ContextMenu("Upgrade unlockableName to unlockableDef")]
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public void UpgradeUnlockableNameToUnlockableDef()
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{
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for (int i = 0; i < variants.Length; i++)
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{
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ref Variant reference = ref variants[i];
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if (!string.IsNullOrEmpty(reference.unlockableName) && !reference.unlockableDef)
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{
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UnlockableDef unlockableDef = LegacyResourcesAPI.Load<UnlockableDef>("UnlockableDefs/" + reference.unlockableName);
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if ((bool)unlockableDef)
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{
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reference.unlockableDef = unlockableDef;
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reference.unlockableName = null;
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}
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}
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}
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EditorUtil.SetDirty(this);
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}
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}
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