54 lines
1.3 KiB
C#
54 lines
1.3 KiB
C#
using System.Linq;
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using RoR2;
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using RoR2.EntitlementManagement;
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using UnityEngine;
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public class HideIfSurvivorLocked : MonoBehaviour
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{
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[Tooltip("Survivor Def(s) that must be unlocked in order to show this component's gameObject. (ANY)")]
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public SurvivorDef[] requiredSurvivors;
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[Tooltip("Indicator to show that none of the designated survivors are unlocked.")]
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public GameObject lockedIndicator;
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private void Awake()
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{
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EntitlementManager.onEntitlementsUpdated += Reset;
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Reset();
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}
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private void OnDestroy()
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{
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EntitlementManager.onEntitlementsUpdated -= Reset;
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}
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private void Reset()
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{
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if (requiredSurvivors.Length != 0)
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{
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if (requiredSurvivors.Any((SurvivorDef survivorDef) => SurvivorCatalog.SurvivorIsUnlockedOnThisClient(survivorDef.survivorIndex) && survivorDef.CheckLocalUserHasRequiredEntitlement()))
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{
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base.gameObject.SetActive(value: true);
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SetLockIndicator(value: false);
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}
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else
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{
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base.gameObject.SetActive(value: false);
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SetLockIndicator(value: true);
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}
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}
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else
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{
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Debug.LogWarning("No designated requiredSurvivors or lockedIndicator on HideIfSurvivorLocked. Consider updating or removing this component on gameObject:" + base.gameObject.name + ".");
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}
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}
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private void SetLockIndicator(bool value)
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{
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if (lockedIndicator != null)
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{
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lockedIndicator.SetActive(value);
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}
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}
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}
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