projectEli/Assets/NeoFPS/Core/Weapons/ModularFirearm/ModularFirearmModeSwitcher.cs

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2022-11-07 01:28:33 +00:00
using NeoSaveGames;
using NeoSaveGames.Serialization;
using System;
using System.Collections;
using UnityEngine;
using UnityEngine.Events;
namespace NeoFPS.ModularFirearms
{
[HelpURL("https://docs.neofps.com/manual/weaponsref-mb-modularfirearmmodeswitcher.html")]
public class ModularFirearmModeSwitcher : MonoBehaviour, IModularFirearmModeSwitcher, INeoSerializableComponent
{
[SerializeField, Tooltip("The different firearm modes. Switching modes will loop through these.")]
private FirearmMode[] m_Modes = new FirearmMode[0];
[SerializeField, Tooltip("An event fired whenever the firearm mode is switched.")]
private UnityEvent m_OnSwitchModes = new UnityEvent();
private static readonly NeoSerializationKey k_ModeIndexKey = new NeoSerializationKey("modeIndex");
private int m_Index = -1;
private bool m_Loaded = false;
[Serializable]
public struct FirearmMode
{
[Tooltip("The name displayed on the HUD for this mode. Leave this blank if you do not want the mode name displayed.")]
public string descriptiveName;
[Tooltip("The components to enable for this mode (for firearm module components, this will disable the old component automatically).")]
public Behaviour[] components;
public void OnValidate()
{
// Check for broken references
int broken = 0;
for (int i = 0; i < components.Length; ++i)
{
if (components[i] == null)
++broken;
}
// Create a new array, populate with correct refs, and swap
if (broken > 0)
{
var swap = new Behaviour[components.Length - broken];
for (int i = 0, j = 0; i < components.Length; ++i)
{
if (components[i] != null)
{
swap[j] = components[i];
++j;
}
}
components = swap;
}
}
}
public string currentMode
{
get
{
if (m_Index != -1)
return m_Modes[m_Index].descriptiveName;
else
return string.Empty;
}
}
void OnValidate()
{
for (int i = 0; i < m_Modes.Length; ++i)
m_Modes[i].OnValidate();
}
IEnumerator Start()
{
yield return null;
var firearm = GetComponentInParent<IModularFirearm>();
if (firearm != null)
firearm.modeSwitcher = this;
}
public void GetStartingMode()
{
if (!m_Loaded && m_Modes.Length != 0)
{
m_Index = 0;
// Apply
ApplyModeSwitchInternal();
}
}
public void SwitchModes()
{
if (m_Index != -1)
{
// Get the new index
if (++m_Index >= m_Modes.Length)
m_Index -= m_Modes.Length;
// Apply
ApplyModeSwitchInternal();
}
}
public void SwitchModes(int index)
{
if (m_Index != -1)
{
if (index < 0 || index >= m_Modes.Length)
{
Debug.LogError("Attempting to set firearm mode by index, out of range.");
return;
}
// Get the new index
m_Index = index;
// Apply
ApplyModeSwitchInternal();
}
}
public void SwitchModes(string modeName)
{
if (m_Index != -1)
{
if (string.IsNullOrEmpty(modeName))
{
Debug.LogError("Attempting to set firearm mode by null or empty mode name.");
return;
}
// Get the new index
for (int i = 0; i < m_Modes.Length; ++i)
{
if (m_Modes[i].descriptiveName == modeName)
{
m_Index = i;
// Apply
ApplyModeSwitchInternal();
return;
}
}
// Not found
Debug.LogError("Firearm mode not found with name: " + modeName);
}
}
void ApplyModeSwitchInternal()
{
// Enable components
var components = m_Modes[m_Index].components;
for (int i = 0; i < components.Length; ++i)
{
if (components[i] != null)
{
var module = components[i] as IFirearmModule;
if (module != null)
module.Enable();
else
components[i].enabled = true;
}
}
// Fire event
m_OnSwitchModes.Invoke();
}
public void WriteProperties(INeoSerializer writer, NeoSerializedGameObject nsgo, SaveMode saveMode)
{
writer.WriteValue(k_ModeIndexKey, m_Index);
}
public void ReadProperties(INeoDeserializer reader, NeoSerializedGameObject nsgo)
{
if (reader.TryReadValue(k_ModeIndexKey, out m_Index, m_Index))
{
if (m_Index != -1)
{
var components = m_Modes[m_Index].components;
for (int i = 0; i < components.Length; ++i)
{
if (components[i] != null)
components[i].enabled = true;
}
// Fire event
m_OnSwitchModes.Invoke();
m_Loaded = true;
}
}
}
}
}