46 lines
1.3 KiB
C#
46 lines
1.3 KiB
C#
using System;
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using RoR2;
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using UnityEngine.Networking;
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namespace EntityStates;
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public static class SkillStateMethods
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{
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public static void Serialize(this ISkillState skillState, SkillLocator skillLocator, NetworkWriter writer)
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{
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int num = -1;
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if ((object)skillLocator != null)
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{
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num = skillLocator.GetSkillSlotIndex(skillState.activatorSkillSlot);
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}
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writer.Write((sbyte)num);
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}
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public static void Deserialize(this ISkillState skillState, SkillLocator skillLocator, NetworkReader reader)
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{
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int index = reader.ReadSByte();
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if ((object)skillLocator != null)
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{
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skillState.activatorSkillSlot = skillLocator.GetSkillAtIndex(index);
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}
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}
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public static bool IsKeyDownAuthority(this ISkillState skillState, SkillLocator skillLocator, InputBankTest inputBank)
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{
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GenericSkill activatorSkillSlot = skillState.activatorSkillSlot;
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if ((object)skillLocator == null || (object)activatorSkillSlot == null || (object)inputBank == null)
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{
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return false;
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}
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return skillLocator.FindSkillSlot(activatorSkillSlot) switch
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{
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SkillSlot.None => false,
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SkillSlot.Primary => inputBank.skill1.down,
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SkillSlot.Secondary => inputBank.skill2.down,
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SkillSlot.Utility => inputBank.skill3.down,
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SkillSlot.Special => inputBank.skill4.down,
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_ => throw new ArgumentOutOfRangeException(),
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};
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}
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}
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