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

127 lines
5.6 KiB
C++

#include "VoxelCharacterEffectPointGetter.h"
namespace BS {
namespace Player {
void VoxelCharacterEffectPointGetter::Start(){
MonoBehaviour::GetComponent<ModelMaker>()->OnModelChanged += new ModelMaker::ModelChangedAction(DELEGATE_FUNC(VoxelCharacterEffectPointGetter::UmaChanged, _1));
this->we = MonoBehaviour::GetComponent<WorldEntity>();
this->pd = this->we->PlayerData;
this->pd->OnWeaponChanged += new PlayerData::OnWeapomChangedAction(DELEGATE_FUNC(VoxelCharacterEffectPointGetter::OnWeaponChanged, _1));
}
Transform* VoxelCharacterEffectPointGetter::GetEffectPoint(EffectPoints bodyPartEffectPoint)
{
if (!this->bodyParts->ContainsKey(bodyPartEffectPoint)) {
return null;
}
return this->bodyParts->GetData(bodyPartEffectPoint);
}
void VoxelCharacterEffectPointGetter::AddSpellCastEffect(GameObject* prefab)
{
if (this->umat == null) {
return;
}
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 VoxelCharacterEffectPointGetter::RemoveSpellCastEffects()
{
for (int i = 0; i < this->sces->Count; i += 1) {
UnityEngine::Object::Destroy(this->sces->GetData(i));
}
this->sces->Clear();
}
void VoxelCharacterEffectPointGetter::UmaChanged(GameObject* umaGo)
{
this->umat = umaGo->transform;
this->bodyParts->Clear();
if (this->umat == null) {
return;
}
this->bodyParts->Add(EffectPoints::BASE, MonoBehaviour::transform);
this->bodyParts->Add(EffectPoints::BODY, this->umat->Find(new String("Motion/B_Pelvis/B_Spine/B_Spine1/B_Spine2")));
this->bodyParts->Add(EffectPoints::WEAPON, this->umat->Find(new String("Motion/B_Pelvis/B_Spine/B_Spine1/B_Spine2/B_R_Clavicle/B_R_UpperArm/B_R_Forearm/B_R_Hand/Hand")));
this->bodyParts->Add(EffectPoints::RIGHT_HAND, this->umat->Find(new String("Motion/B_Pelvis/B_Spine/B_Spine1/B_Spine2/B_R_Clavicle/B_R_UpperArm/B_R_Forearm/B_R_Hand/Hand")));
this->bodyParts->Add(EffectPoints::LEFT_HAND, this->umat->Find(new String("Motion/B_Pelvis/B_Spine/B_Spine1/B_Spine2/B_L_Clavicle/B_L_UpperArm/B_L_Forearm/B_L_Hand/Hand")));
this->bodyParts->Add(EffectPoints::HEAD, this->umat->Find(new String("Motion/B_Pelvis/B_Spine/B_Spine1/B_Spine2/B_Neck/B_Head")));
this->bodyParts->Add(EffectPoints::RIGHT_EYE, this->umat->Find(new String("Motion/B_Pelvis/B_Spine/B_Spine1/B_Spine2/B_Neck/B_Head")));
this->bodyParts->Add(EffectPoints::LEFT_EYE, this->umat->Find(new String("Motion/B_Pelvis/B_Spine/B_Spine1/B_Spine2/B_Neck/B_Head")));
if (this->itemData != null) {
DELEGATE_INVOKE(this->OnWeaponChanged, this->itemData);
}
}
void VoxelCharacterEffectPointGetter::OnWeaponChanged(ItemData* id)
{
if (this->umat == null) {
this->itemData = id;
return;
}
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 VoxelCharacterEffectPointGetter::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 VoxelCharacterEffectPointGetter::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;
}
VoxelCharacterEffectPointGetter::VoxelCharacterEffectPointGetter()
{
bodyParts = new Dictionary_T<EffectPoints, Transform>(new EffectPointsComparerClass());
sces = new List_T<GameObject>();
wepLocalRotation = Quaternion::identity;
hl = new List_T<GameObject>();
}
}
}