-
Notifications
You must be signed in to change notification settings - Fork 1
Expand file tree
/
Copy pathCustomEffectCard.cs
More file actions
368 lines (340 loc) · 18.9 KB
/
Copy pathCustomEffectCard.cs
File metadata and controls
368 lines (340 loc) · 18.9 KB
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
365
366
367
368
using System;
using System.Collections;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using System.Threading.Tasks;
using UnboundLib;
using UnboundLib.Cards;
using UnboundLib.GameModes;
using UnityEngine;
namespace ModsPlus
{
public abstract class CustomEffectCard<T> : CustomCard where T : CardEffect
{
public abstract CardDetails Details { get; }
public class CardDetails
{
public string Title { get; set; } = typeof(T).Name;
public string Description { get; set; } = $"{typeof(T).Name} description";
public string ModName { get; set; } = "Modded";
public bool OwnerOnly { get; set; } = false;
public CardInfo.Rarity Rarity { get; set; } = CardInfo.Rarity.Common;
public CardThemeColor.CardThemeColorType Theme { get; set; } = CardThemeColor.CardThemeColorType.TechWhite;
public CardInfoStat[] Stats { get; set; }
public GameObject Art { get; set; }
}
public sealed override void OnAddCard(Player player, Gun gun, GunAmmo gunAmmo, CharacterData data, HealthHandler health, Gravity gravity, Block block, CharacterStatModifiers characterStats)
{
Added(player, gun, gunAmmo, data, health, gravity, block, characterStats);
if (Details.OwnerOnly && !player.data.view.IsMine) return;
var effect = player.gameObject.GetComponentInChildren<T>();
if (effect != null)
{
effect.OnUpgradeCardInternal();
}
else
{
effect = new GameObject($"{Details.Title} effect").AddComponent<T>();
effect.transform.SetParent(player.transform);
effect.transform.localPosition = Vector3.zero;
effect.Initialize(player, gun, gunAmmo, data, health, gravity, block, characterStats);
player.data.stats.objectsAddedToPlayer.Add(effect.gameObject);
}
}
public sealed override void OnRemoveCard(Player player, Gun gun, GunAmmo gunAmmo, CharacterData data, HealthHandler health, Gravity gravity, Block block, CharacterStatModifiers characterStats)
{
if (Details.OwnerOnly && !player.data.view.IsMine) return;
Removed(player, gun, gunAmmo, data, health, gravity, block, statModifiers);
}
public sealed override void OnRemoveCard()
{
base.OnRemoveCard();
}
protected sealed override string GetTitle() => Details.Title;
protected sealed override string GetDescription() => Details.Description;
public sealed override string GetModName() => Details.ModName;
protected sealed override CardInfo.Rarity GetRarity() => Details.Rarity;
protected sealed override CardThemeColor.CardThemeColorType GetTheme() => Details.Theme;
protected sealed override CardInfoStat[] GetStats() => Details.Stats;
protected sealed override GameObject GetCardArt() => Details.Art;
protected virtual void Added(Player player, Gun gun, GunAmmo gunAmmo, CharacterData data, HealthHandler health, Gravity gravity, Block block, CharacterStatModifiers characterStats) { }
protected virtual void Removed(Player player, Gun gun, GunAmmo gunAmmo, CharacterData data, HealthHandler health, Gravity gravity, Block block, CharacterStatModifiers characterStats) { }
}
public abstract class CardEffect : MonoBehaviour
{
protected Player player { get; private set; }
protected Gun gun { get; private set; }
protected GunAmmo gunAmmo { get; private set; }
protected CharacterData data { get; private set; }
protected HealthHandler health { get; private set; }
protected Gravity gravity { get; private set; }
protected Block block { get; private set; }
protected CharacterStatModifiers characterStats { get; private set; }
public virtual void Initialize(Player player, Gun gun, GunAmmo gunAmmo, CharacterData data, HealthHandler health, Gravity gravity, Block block, CharacterStatModifiers characterStats)
{
this.player = player;
this.gun = gun;
this.gunAmmo = gunAmmo;
this.data = data;
this.health = health;
this.gravity = gravity;
this.block = block;
this.characterStats = characterStats;
}
protected virtual void Start()
{
gun.ShootPojectileAction += OnShootInternal;
data.TouchGroundAction += OnTouchGroundInternal;
data.TouchWallAction += OnTouchWallInternal;
health.reviveAction += OnReviveInternal;
health.delayedReviveAction += OnDelayedReviveInternal;
block.BlockAction += OnBlockInternal;
block.BlockActionEarly += OnBlockEarlyInternal;
block.BlockProjectileAction += OnBlockProjectileInternal;
block.BlockRechargeAction += OnBlockRechargeInternal;
characterStats.DealtDamageAction += OnDealtDamageInternal;
characterStats.WasDealtDamageAction += OnTakeDamageInternal;
characterStats.OnReloadDoneAction += OnReloadDoneInternal;
characterStats.OutOfAmmpAction += OnOutOfAmmoInternal;
data.jump.JumpAction += OnJumpInternal;
GameModeManager.AddHook(GameModeHooks.HookGameEnd, OnGameEndInternal);
GameModeManager.AddHook(GameModeHooks.HookGameStart, OnGameStartInternal);
GameModeManager.AddHook(GameModeHooks.HookBattleStart, OnBattleStartInternal);
GameModeManager.AddHook(GameModeHooks.HookPlayerPickStart, OnStartPickInternal);
GameModeManager.AddHook(GameModeHooks.HookPlayerPickEnd, OnEndPickInternal);
GameModeManager.AddHook(GameModeHooks.HookPointStart, OnPointStartInternal);
GameModeManager.AddHook(GameModeHooks.HookPointEnd, OnPointEndInternal);
GameModeManager.AddHook(GameModeHooks.HookPickStart, OnPickPhaseStartInternal);
GameModeManager.AddHook(GameModeHooks.HookPickEnd, OnPickPhaseEndInternal);
GameModeManager.AddHook(GameModeHooks.HookRoundStart, OnRoundStartInternal);
GameModeManager.AddHook(GameModeHooks.HookRoundEnd, OnRoundEndInternal);
}
protected virtual void OnDestroy()
{
gun.ShootPojectileAction -= OnShootInternal;
data.TouchGroundAction -= OnTouchGroundInternal;
data.TouchWallAction -= OnTouchWallInternal;
health.reviveAction -= OnReviveInternal;
health.delayedReviveAction -= OnDelayedReviveInternal;
block.BlockAction -= OnBlockInternal;
block.BlockActionEarly -= OnBlockEarlyInternal;
block.BlockProjectileAction -= OnBlockProjectileInternal;
block.BlockRechargeAction -= OnBlockRechargeInternal;
characterStats.DealtDamageAction -= OnDealtDamageInternal;
characterStats.WasDealtDamageAction -= OnTakeDamageInternal;
characterStats.OnReloadDoneAction -= OnReloadDoneInternal;
characterStats.OutOfAmmpAction -= OnOutOfAmmoInternal;
data.jump.JumpAction -= OnJumpInternal;
GameModeManager.RemoveHook(GameModeHooks.HookGameEnd, OnGameEndInternal);
GameModeManager.RemoveHook(GameModeHooks.HookGameStart, OnGameStartInternal);
GameModeManager.RemoveHook(GameModeHooks.HookBattleStart, OnBattleStartInternal);
GameModeManager.RemoveHook(GameModeHooks.HookPlayerPickStart, OnStartPickInternal);
GameModeManager.RemoveHook(GameModeHooks.HookPlayerPickEnd, OnEndPickInternal);
GameModeManager.RemoveHook(GameModeHooks.HookPointStart, OnPointStartInternal);
GameModeManager.RemoveHook(GameModeHooks.HookPointEnd, OnPointEndInternal);
GameModeManager.RemoveHook(GameModeHooks.HookPickStart, OnPickPhaseStartInternal);
GameModeManager.RemoveHook(GameModeHooks.HookPickEnd, OnPickPhaseEndInternal);
GameModeManager.RemoveHook(GameModeHooks.HookRoundStart, OnRoundStartInternal);
GameModeManager.RemoveHook(GameModeHooks.HookRoundEnd, OnRoundEndInternal);
StopAllCoroutines();
}
internal IEnumerator OnGameEndInternal(IGameModeHandler gameModeHandler)
{
yield return OnGameEnd(gameModeHandler);
}
internal IEnumerator OnGameStartInternal(IGameModeHandler gameModeHandler)
{
yield return OnGameStart(gameModeHandler);
}
internal IEnumerator OnBattleStartInternal(IGameModeHandler gameModeHandler)
{
yield return OnBattleStart(gameModeHandler);
}
internal IEnumerator OnStartPickInternal(IGameModeHandler gameModeHandler)
{
yield return OnPlayerPickStart(gameModeHandler);
yield return OnStartPick(gameModeHandler);
}
internal IEnumerator OnEndPickInternal(IGameModeHandler gameModeHandler)
{
yield return OnPlayerPickEnd(gameModeHandler);
yield return OnEndPick(gameModeHandler);
}
internal IEnumerator OnPointStartInternal(IGameModeHandler gameModeHandler)
{
yield return OnPointStart(gameModeHandler);
}
internal IEnumerator OnPointEndInternal(IGameModeHandler gameModeHandler)
{
yield return OnPointEnd(gameModeHandler);
}
internal IEnumerator OnPickPhaseStartInternal(IGameModeHandler gameModeHandler)
{
yield return OnPickPhaseStart(gameModeHandler);
}
internal IEnumerator OnPickPhaseEndInternal(IGameModeHandler gameModeHandler)
{
yield return OnPickPhaseEnd(gameModeHandler);
}
internal IEnumerator OnRoundStartInternal(IGameModeHandler gameModeHandler)
{
yield return OnRoundStart(gameModeHandler);
}
internal IEnumerator OnRoundEndInternal(IGameModeHandler gameModeHandler)
{
yield return OnRoundEnd(gameModeHandler);
}
public virtual IEnumerator OnGameEnd(IGameModeHandler gameModeHandler) { yield break; }
public virtual IEnumerator OnGameStart(IGameModeHandler gameModeHandler) { yield break; }
public virtual IEnumerator OnBattleStart(IGameModeHandler gameModeHandler) { yield break; }
[Obsolete("Use `OnPlayerPickStart` instead")]
public virtual IEnumerator OnStartPick(IGameModeHandler gameModeHandler) { yield break; }
public virtual IEnumerator OnPlayerPickStart(IGameModeHandler gameModeHandler) { yield break; }
[Obsolete("Use `OnPlayerPickEnd` instead")]
public virtual IEnumerator OnEndPick(IGameModeHandler gameModeHandler) { yield break; }
public virtual IEnumerator OnPlayerPickEnd(IGameModeHandler gameModeHandler) { yield break; }
public virtual IEnumerator OnPointStart(IGameModeHandler gameModeHandler) { yield break; }
public virtual IEnumerator OnPointEnd(IGameModeHandler gameModeHandler) { yield break; }
public virtual IEnumerator OnPickPhaseStart(IGameModeHandler gameModeHandler) { yield break; }
public virtual IEnumerator OnPickPhaseEnd(IGameModeHandler gameModeHandler) { yield break; }
public virtual IEnumerator OnRoundStart(IGameModeHandler gameModeHandler) { yield break; }
public virtual IEnumerator OnRoundEnd(IGameModeHandler gameModeHandler) { yield break; }
internal void OnUpgradeCardInternal()
{
OnUpgradeCard();
SafeStartCoroutine(OnUpgradeCardCoroutine());
}
internal HasToReturn OnBulletHitInternal(GameObject projectile, HitInfo hit)
{
OnBulletHit(projectile, hit);
SafeStartCoroutine(OnBulletHitCoroutine(projectile, hit));
return HasToReturn.canContinue;
}
internal void OnShootInternal(GameObject projectile)
{
projectile.AddComponent<BulletHitEvent>().OnHit += OnBulletHitInternal;
OnShoot(projectile);
SafeStartCoroutine(OnShootCoroutine(projectile));
}
internal void OnTouchGroundInternal(float timeSinceGrounded, Vector3 position, Vector3 groundNormal, Transform groundTransform)
{
OnTouchGround(timeSinceGrounded, position, groundNormal, groundTransform);
SafeStartCoroutine(OnTouchGroundCoroutine(timeSinceGrounded, position, groundNormal, groundTransform));
}
internal void OnTouchWallInternal(float timeSinceLastGrab, Vector3 position, Vector3 wallNormal)
{
OnTouchWall(timeSinceLastGrab, position, wallNormal);
SafeStartCoroutine(OnTouchWallCoroutine(timeSinceLastGrab, position, wallNormal));
}
internal void OnReviveInternal()
{
SafeExecuteAction(OnRevive);
SafeStartCoroutine(OnReviveCoroutine());
}
internal void OnDelayedReviveInternal()
{
SafeExecuteAction(OnDelayedRevive);
SafeStartCoroutine(OnDelayedReviveCoroutine());
}
internal void OnBlockInternal(BlockTrigger.BlockTriggerType blockTriggerType)
{
OnBlock(blockTriggerType);
SafeStartCoroutine(OnBlockCoroutine(blockTriggerType));
}
internal void OnBlockEarlyInternal(BlockTrigger.BlockTriggerType blockTriggerType)
{
OnBlockEarly(blockTriggerType);
SafeStartCoroutine(OnBlockEarlyCoroutine(blockTriggerType));
}
internal void OnBlockProjectileInternal(GameObject projectile, Vector3 forward, Vector3 hitPosition)
{
OnBlockProjectile(projectile, forward, hitPosition);
SafeStartCoroutine(OnBlockProjectileCoroutine(projectile, forward, hitPosition));
}
internal void OnBlockRechargeInternal()
{
OnBlockRecharge();
SafeStartCoroutine(OnBlockRechargeCoroutine());
}
internal void OnDealtDamageInternal(Vector2 damage, bool selfDamage)
{
OnDealtDamage(damage, selfDamage);
SafeStartCoroutine(OnDealtDamageCoroutine(damage, selfDamage));
}
internal void OnTakeDamageInternal(Vector2 damage, bool selfDamage)
{
OnTakeDamage(damage, selfDamage);
SafeStartCoroutine(OnTakeDamageCoroutine(damage, selfDamage));
}
internal void OnReloadDoneInternal(int bulletsReloaded)
{
OnReloadDone(bulletsReloaded);
SafeStartCoroutine(OnReloadDoneCoroutine(bulletsReloaded));
}
internal void OnOutOfAmmoInternal(int bulletsReloaded)
{
OnOutOfAmmo(bulletsReloaded);
SafeStartCoroutine(OnOutOfAmmoCoroutine(bulletsReloaded));
}
internal void OnJumpInternal()
{
OnJump();
SafeStartCoroutine(OnJumpCoroutine());
}
private void SafeStartCoroutine(IEnumerator coroutine)
{
Unbound.Instance.StartCoroutine(ExecuteWhenPlayerActive(() => player.StartCoroutine(coroutine)));
}
private void SafeExecuteAction(Action action)
{
Unbound.Instance.StartCoroutine(ExecuteWhenPlayerActive(action));
}
private IEnumerator ExecuteWhenPlayerActive(Action action)
{
yield return new WaitUntil(() => player.gameObject.activeInHierarchy);
action?.Invoke();
}
public virtual void OnUpgradeCard() { }
public virtual void OnBulletHit(GameObject projectile, HitInfo hit) { }
public virtual void OnShoot(GameObject projectile) { }
public virtual void OnTouchGround(float timeSinceGrounded, Vector3 position, Vector3 groundNormal, Transform groundTransform) { }
public virtual void OnTouchWall(float timeSinceLastGrab, Vector3 position, Vector3 wallNormal) { }
public virtual void OnRevive() { }
public virtual void OnDelayedRevive() { }
public virtual void OnBlock(BlockTrigger.BlockTriggerType blockTriggerType) { }
public virtual void OnBlockEarly(BlockTrigger.BlockTriggerType blockTriggerType) { }
public virtual void OnBlockProjectile(GameObject projectile, Vector3 forward, Vector3 hitPosition) { }
public virtual void OnBlockRecharge() { }
public virtual void OnDealtDamage(Vector2 damage, bool selfDamage) { }
public virtual void OnTakeDamage(Vector2 damage, bool selfDamage) { }
public virtual void OnReloadDone(int bulletsReloaded) { }
public virtual void OnOutOfAmmo(int bulletsReloaded) { }
public virtual void OnJump() { }
public virtual IEnumerator OnUpgradeCardCoroutine() { yield return null; }
public virtual IEnumerator OnBulletHitCoroutine(GameObject projectile, HitInfo hit) { yield return null; }
public virtual IEnumerator OnShootCoroutine(GameObject projectile) { yield return null; }
public virtual IEnumerator OnTouchGroundCoroutine(float timeSinceGrounded, Vector3 position, Vector3 groundNormal, Transform groundTransform) { yield return null; }
public virtual IEnumerator OnTouchWallCoroutine(float timeSinceLastGrab, Vector3 position, Vector3 wallNormal) { yield return null; }
public virtual IEnumerator OnReviveCoroutine() { yield return null; }
public virtual IEnumerator OnDelayedReviveCoroutine() { yield return null; }
public virtual IEnumerator OnBlockCoroutine(BlockTrigger.BlockTriggerType blockTriggerType) { yield return null; }
public virtual IEnumerator OnBlockEarlyCoroutine(BlockTrigger.BlockTriggerType blockTriggerType) { yield return null; }
public virtual IEnumerator OnBlockProjectileCoroutine(GameObject projectile, Vector3 forward, Vector3 hitPosition) { yield return null; }
public virtual IEnumerator OnBlockRechargeCoroutine() { yield return null; }
public virtual IEnumerator OnDealtDamageCoroutine(Vector3 damage, bool selfDamage) { yield return null; }
public virtual IEnumerator OnTakeDamageCoroutine(Vector3 damage, bool selfDamage) { yield return null; }
public virtual IEnumerator OnReloadDoneCoroutine(int bulletsReloaded) { yield return null; }
public virtual IEnumerator OnOutOfAmmoCoroutine(int bulletsReloaded) { yield return null; }
public virtual IEnumerator OnJumpCoroutine() { yield return null; }
}
internal class BulletHitEvent : RayHitEffect
{
public delegate HasToReturn HitEvent(GameObject projectile, HitInfo hit);
public event HitEvent OnHit;
public override HasToReturn DoHitEffect(HitInfo hit)
{
return OnHit.Invoke(gameObject, hit);
}
}
}