190 lines
4.3 KiB
C#
190 lines
4.3 KiB
C#
using EntityStates;
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using RoR2.CharacterAI;
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using UnityEngine;
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namespace RoR2.VoidRaidCrab;
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public class VoidRaidCrabAISkillDriverController : MonoBehaviour
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{
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[SerializeField]
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private AISkillDriver[] weaponSkillDrivers;
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[SerializeField]
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private AISkillDriver[] bodySkillDrivers;
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[SerializeField]
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private AISkillDriver[] gauntletSkillDrivers;
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[SerializeField]
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private AISkillDriver finalStandSkillDriver;
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[SerializeField]
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private CharacterMaster master;
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[SerializeField]
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private string bodyStateMachineName = "Body";
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[SerializeField]
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private AISkillDriver debugForceSkillDriver;
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private EntityStateMachine bodyStateMachine;
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private HealthComponent healthComponent;
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private bool isGauntletSkillAvailable;
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public bool CanUseWeaponSkills()
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{
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if (bodyStateMachine.state is GenericCharacterMain && !isGauntletSkillAvailable)
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{
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return !ShouldUseFinalStandSkill();
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}
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return false;
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}
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public bool CanUseBodySkills()
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{
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if (bodyStateMachine.IsInMainState() && !isGauntletSkillAvailable)
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{
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return !ShouldUseFinalStandSkill();
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}
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return false;
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}
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public bool ShouldUseGauntletSkills()
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{
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if (isGauntletSkillAvailable && bodyStateMachine.IsInMainState())
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{
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return !ShouldUseFinalStandSkill();
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}
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return false;
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}
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public bool ShouldUseFinalStandSkill()
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{
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return CanUsePhaseSkillDriver(finalStandSkillDriver);
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}
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private void FixedUpdate()
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{
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if ((bool)master && (!bodyStateMachine || !healthComponent))
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{
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GameObject bodyObject = master.GetBodyObject();
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if ((bool)bodyObject)
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{
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if (!bodyStateMachine)
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{
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bodyStateMachine = EntityStateMachine.FindByCustomName(bodyObject, bodyStateMachineName);
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}
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if (!healthComponent)
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{
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healthComponent = bodyObject.GetComponent<HealthComponent>();
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}
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}
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}
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if (!bodyStateMachine)
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{
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return;
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}
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isGauntletSkillAvailable = false;
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AISkillDriver[] array = gauntletSkillDrivers;
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foreach (AISkillDriver driver in array)
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{
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isGauntletSkillAvailable = isGauntletSkillAvailable || CanUsePhaseSkillDriver(driver);
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}
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if ((bool)debugForceSkillDriver)
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{
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SetSkillDriversEnabled(weaponSkillDrivers, driverEnabled: false);
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SetSkillDriversEnabled(bodySkillDrivers, driverEnabled: false);
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SetSkillDriversEnabled(gauntletSkillDrivers, driverEnabled: false);
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if ((bool)finalStandSkillDriver)
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{
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finalStandSkillDriver.enabled = false;
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}
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bool flag = false;
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array = weaponSkillDrivers;
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foreach (AISkillDriver aISkillDriver in array)
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{
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if ((object)aISkillDriver == debugForceSkillDriver)
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{
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aISkillDriver.enabled = CanUseWeaponSkills();
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flag = true;
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}
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}
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if (!flag)
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{
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array = bodySkillDrivers;
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foreach (AISkillDriver aISkillDriver2 in array)
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{
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if ((object)aISkillDriver2 == debugForceSkillDriver)
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{
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aISkillDriver2.enabled = CanUseBodySkills();
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flag = true;
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}
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}
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}
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if (!flag)
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{
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array = gauntletSkillDrivers;
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foreach (AISkillDriver aISkillDriver3 in array)
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{
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if ((object)aISkillDriver3 == debugForceSkillDriver)
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{
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aISkillDriver3.enabled = ShouldUseGauntletSkills();
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flag = true;
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}
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}
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}
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if (!flag && (object)debugForceSkillDriver == finalStandSkillDriver)
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{
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debugForceSkillDriver.enabled = ShouldUseFinalStandSkill();
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flag = true;
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}
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if (!flag)
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{
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debugForceSkillDriver.enabled = true;
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}
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}
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else
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{
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SetSkillDriversEnabled(weaponSkillDrivers, CanUseWeaponSkills());
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SetSkillDriversEnabled(bodySkillDrivers, CanUseBodySkills());
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SetSkillDriversEnabled(gauntletSkillDrivers, ShouldUseGauntletSkills());
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if ((bool)finalStandSkillDriver)
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{
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finalStandSkillDriver.enabled = ShouldUseFinalStandSkill();
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}
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}
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}
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private void SetSkillDriversEnabled(AISkillDriver[] skillDrivers, bool driverEnabled)
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{
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for (int i = 0; i < skillDrivers.Length; i++)
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{
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skillDrivers[i].enabled = driverEnabled;
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}
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}
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private bool CanUsePhaseSkillDriver(AISkillDriver driver)
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{
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if ((bool)driver)
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{
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float num = 1f;
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if ((bool)healthComponent)
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{
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num = healthComponent.combinedHealthFraction;
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}
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if (num < driver.maxUserHealthFraction)
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{
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if (driver.timesSelected >= driver.maxTimesSelected)
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{
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return driver.maxTimesSelected < 0;
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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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return false;
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}
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}
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