182 lines
4.2 KiB
C#
182 lines
4.2 KiB
C#
using System.Text;
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using TMPro;
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using UnityEngine;
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using UnityEngine.UI;
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namespace RoR2.UI;
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public class SkillIcon : MonoBehaviour
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{
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public SkillSlot targetSkillSlot;
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public PlayerCharacterMasterController playerCharacterMasterController;
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public GenericSkill targetSkill;
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public Image iconImage;
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public RawImage cooldownRemapPanel;
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public TextMeshProUGUI cooldownText;
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public TextMeshProUGUI stockText;
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public GameObject flashPanelObject;
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public GameObject isReadyPanelObject;
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public Animator animator;
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public string animatorStackString;
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public bool wasReady;
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public int previousStock;
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public TooltipProvider tooltipProvider;
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public int previousCoolDownInt;
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private static readonly StringBuilder sharedStringBuilder = new StringBuilder();
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private int previousSkillIndex = -1;
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private bool skillChanged;
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private void CheckAndRegisterSkillChange()
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{
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if (targetSkill.skillDef.skillIndex != previousSkillIndex)
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{
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skillChanged = previousSkillIndex != -1;
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previousStock = -1;
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previousSkillIndex = targetSkill.skillDef.skillIndex;
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}
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}
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private void Update()
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{
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if ((bool)targetSkill)
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{
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CheckAndRegisterSkillChange();
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if ((bool)tooltipProvider)
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{
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Color bodyColor = targetSkill.characterBody.bodyColor;
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SurvivorCatalog.GetSurvivorIndexFromBodyIndex(targetSkill.characterBody.bodyIndex);
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Color.RGBToHSV(bodyColor, out var H, out var S, out var V);
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V = ((V > 0.7f) ? 0.7f : V);
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bodyColor = Color.HSVToRGB(H, S, V);
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tooltipProvider.titleColor = bodyColor;
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tooltipProvider.titleToken = targetSkill.skillNameToken;
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tooltipProvider.bodyToken = targetSkill.skillDescriptionToken;
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}
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float cooldownRemaining = targetSkill.cooldownRemaining;
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float num = targetSkill.CalculateFinalRechargeInterval();
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int stock = targetSkill.stock;
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bool flag = stock > 0 || cooldownRemaining == 0f;
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bool flag2 = targetSkill.IsReady();
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bool flag3 = targetSkill.maxStock > 1 && !targetSkill.skillDef.hideStockCount;
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if (previousStock < stock && !skillChanged)
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{
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Util.PlaySound("Play_UI_cooldownRefresh", RoR2Application.instance.gameObject);
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}
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if ((bool)animator)
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{
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if (flag3)
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{
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animator.SetBool(animatorStackString, value: true);
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}
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else
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{
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animator.SetBool(animatorStackString, value: false);
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}
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}
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if ((bool)isReadyPanelObject)
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{
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isReadyPanelObject.SetActive(flag2);
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}
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if (!wasReady && flag && (bool)flashPanelObject)
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{
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flashPanelObject.SetActive(value: true);
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}
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if ((bool)cooldownText)
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{
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if (flag)
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{
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cooldownText.gameObject.SetActive(value: false);
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}
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else
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{
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int num2 = Mathf.CeilToInt(cooldownRemaining);
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if (previousCoolDownInt != num2)
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{
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previousCoolDownInt = num2;
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sharedStringBuilder.Clear();
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sharedStringBuilder.AppendInt(num2);
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cooldownText.SetText(sharedStringBuilder);
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cooldownText.gameObject.SetActive(value: true);
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}
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}
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}
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if ((bool)iconImage)
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{
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iconImage.enabled = true;
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iconImage.color = (flag2 ? Color.white : Color.gray);
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iconImage.sprite = targetSkill.icon;
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}
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if ((bool)cooldownRemapPanel)
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{
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float num3 = 1f;
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if (num >= Mathf.Epsilon)
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{
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num3 = 1f - cooldownRemaining / num;
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}
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float num4 = num3;
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cooldownRemapPanel.enabled = num4 < 1f;
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cooldownRemapPanel.color = new Color(1f, 1f, 1f, num3);
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}
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if ((bool)stockText)
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{
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if (flag3)
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{
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if (previousStock != stock)
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{
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stockText.gameObject.SetActive(value: true);
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sharedStringBuilder.Clear();
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sharedStringBuilder.AppendInt(stock);
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stockText.SetText(sharedStringBuilder);
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}
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}
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else
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{
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stockText.gameObject.SetActive(value: false);
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}
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}
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wasReady = flag;
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previousStock = stock;
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skillChanged = false;
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}
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else
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{
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if ((bool)tooltipProvider)
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{
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tooltipProvider.bodyColor = Color.gray;
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tooltipProvider.titleToken = "";
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tooltipProvider.bodyToken = "";
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}
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if ((bool)cooldownText)
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{
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cooldownText.gameObject.SetActive(value: false);
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}
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if ((bool)stockText)
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{
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stockText.gameObject.SetActive(value: false);
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}
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if ((bool)iconImage)
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{
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iconImage.enabled = false;
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iconImage.sprite = null;
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}
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}
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}
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}
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