entity_spell_system/Queued/ASDef_BSEntities/CharacterEffectPointGetter.cpp
2019-04-20 14:02:55 +02:00

121 lines
5.4 KiB
C++

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