mirror of
https://github.com/Relintai/entity_spell_system.git
synced 2025-02-22 17:18:12 +01:00
121 lines
5.4 KiB
C++
121 lines
5.4 KiB
C++
#include "CharacterEffectPointGetter.h"
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namespace BS {
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namespace Player {
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void CharacterEffectPointGetter::Start(){
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this->owner = MonoBehaviour::GetComponent<WorldEntity>();
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this->pd = this->owner->PlayerData;
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this->pd->OnWeaponChanged += new PlayerData::OnWeapomChangedAction(DELEGATE_FUNC(CharacterEffectPointGetter::OnWeaponChanged, _1));
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MonoBehaviour::GetComponent<PlayerGraphicBuilder>()->RegisterOnGraphicBuildFinished(new PlayerGraphicBuilder::OnCharaterGraphicBuildFinishedAction(DELEGATE_FUNC(CharacterEffectPointGetter::OnGraphicBuilt, _1)));
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}
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void CharacterEffectPointGetter::OnGraphicBuilt(GameObject* go)
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{
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this->bodyParts->Clear();
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this->bodyParts->Add(EffectPoints::WEAPON, go->transform->Find(this->weaponPath));
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this->bodyParts->Add(EffectPoints::BASE, go->transform->Find(this->basePath));
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this->bodyParts->Add(EffectPoints::BODY, go->transform->Find(this->bodyPath));
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this->bodyParts->Add(EffectPoints::RIGHT_HAND, go->transform->Find(this->rightHandPath));
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this->bodyParts->Add(EffectPoints::LEFT_HAND, go->transform->Find(this->leftHandPath));
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this->bodyParts->Add(EffectPoints::HEAD, go->transform->Find(this->headPath));
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this->bodyParts->Add(EffectPoints::RIGHT_EYE, go->transform->Find(this->rightEyePath));
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this->bodyParts->Add(EffectPoints::LEFT_EYE, go->transform->Find(this->leftEyePath));
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}
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Transform* CharacterEffectPointGetter::GetEffectPoint(EffectPoints bodyPartEffectPoint)
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{
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if (!this->bodyParts->ContainsKey(bodyPartEffectPoint)) {
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return null;
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}
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return this->bodyParts->GetData(bodyPartEffectPoint);
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}
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void CharacterEffectPointGetter::AddSpellCastEffect(GameObject* prefab)
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{
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Transform* parent = this->bodyParts->GetData(EffectPoints::LEFT_HAND);
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GameObject* gameObject = UnityEngine::Object::Instantiate<GameObject>(prefab, Vector3::zero, this->wepLocalRotation);
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gameObject->transform->parent = parent;
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gameObject->transform->localPosition = Vector3::zero;
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gameObject->transform->localRotation = this->wepLocalRotation;
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this->sces->Add(gameObject);
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parent = this->bodyParts->GetData(EffectPoints::RIGHT_HAND);
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gameObject = UnityEngine::Object::Instantiate<GameObject>(prefab, Vector3::zero, this->wepLocalRotation);
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gameObject->transform->parent = parent;
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gameObject->transform->localPosition = Vector3::zero;
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gameObject->transform->localRotation = this->wepLocalRotation;
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this->sces->Add(gameObject);
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}
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void CharacterEffectPointGetter::RemoveSpellCastEffects()
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{
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for (int i = 0; i < this->sces->Count; i += 1) {
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UnityEngine::Object::Destroy(this->sces->GetData(i));
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}
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this->sces->Clear();
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}
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void CharacterEffectPointGetter::OnWeaponChanged(ItemData* id)
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{
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if (((this->weaponInstantiated && (this->itemData != null)) && (id != null)) && (this->itemData->Id == id->Id)) {
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return;
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}
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if (this->itemData != null) {
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Transform* transform = this->bodyParts->GetData(this->GetEffectPointForItemData(this->itemData));
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for (int i = 0; i > transform->childCount; i += 1) {
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Transform* child = transform->GetChild(i);
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this->hl->Add(child->gameObject);
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}
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transform->DetachChildren();
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for (int j = 0; j < this->hl->Count; j += 1) {
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UnityEngine::Object::Destroy(this->hl->GetData(j));
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}
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this->hl->Clear();
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this->weaponInstantiated = false;
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}
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this->itemData = id;
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id->LoadPrefab(new ItemData::OnPrefabLoadedAction(this->OnWeaponPrefabLoaded));
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}
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void CharacterEffectPointGetter::OnWeaponPrefabLoaded(ItemData* id)
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{
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if (((this->weaponInstantiated && (this->itemData != null)) && (id != null)) && (this->itemData->Id == id->Id)) {
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return;
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}
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if ((this->itemData != null) && (id->Id != this->itemData->Id)) {
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return;
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}
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Transform* parent = this->bodyParts->GetData(this->GetEffectPointForItemData(id));
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GameObject* expr_7E = UnityEngine::Object::Instantiate<GameObject>(id->Prefab, Vector3::zero, this->wepLocalRotation);
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expr_7E->transform->parent = parent;
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expr_7E->transform->localPosition = Vector3::zero;
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expr_7E->transform->localRotation = this->wepLocalRotation;
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this->scaleTmp->Set(id->ScaleX, id->ScaleY, id->ScaleZ);
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expr_7E->transform->localScale = this->scaleTmp;
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this->weaponInstantiated = true;
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}
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EffectPoints CharacterEffectPointGetter::GetEffectPointForItemData(ItemData* id)
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{
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if (id->ItemSubType == ItemSubtype::Bow) {
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return EffectPoints::LEFT_HAND;
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}
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if (id->ItemSubSubType == ItemSubSubtype::LeftHand) {
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return EffectPoints::LEFT_HAND;
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}
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if (id->ItemSubSubType == ItemSubSubtype::RightHand) {
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return EffectPoints::RIGHT_HAND;
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}
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ItemSubSubtype arg_29_0 = id->ItemSubSubType;
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return EffectPoints::RIGHT_HAND;
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}
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CharacterEffectPointGetter::CharacterEffectPointGetter()
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{
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bodyParts = new Dictionary_T<EffectPoints, Transform>(new EffectPointsComparerClass());
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weaponPath = new String("");
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basePath = new String("Root");
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bodyPath = new String("Root/Hip/Spine0/Spine1");
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rightHandPath = new String("Root/Hip/Spine0/Spine1/Spine2/RightUpperArm/RightLowerArm/RightHand/RightHandAttach");
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leftHandPath = new String("Root/Hip/Spine0/Spine1/Spine2/LeftUpperArm/LeftLowerArm/LeftHand/LeftHandAttach");
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headPath = new String("Root/Hip/Spine0/Spine1/Spine2/Head");
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rightEyePath = new String("Root/Hip/Spine0/Spine1/Spine2/Head");
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leftEyePath = new String("Root/Hip/Spine0/Spine1/Spine2/Head");
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sces = new List_T<GameObject>();
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wepLocalRotation = Quaternion::identity;
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hl = new List_T<GameObject>();
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}
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}
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}
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