112 lines
4.5 KiB
C#
112 lines
4.5 KiB
C#
/// ---------------------------------------------
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/// Ultimate Character Controller
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/// Copyright (c) Opsive. All Rights Reserved.
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/// https://www.opsive.com
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/// ---------------------------------------------
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namespace Opsive.UltimateCharacterController.Character.Abilities.Items
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{
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using Opsive.UltimateCharacterController.Utility;
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using UnityEngine;
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/// <summary>
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/// The ToggleEquip ability will equip or unequip the current ItemSet. ToggleEquip just specifies which ItemSet should be equipped/unequipped and then will let
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/// the EquipUnequip ability to do the actual equip/unequip.
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/// </summary>
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[DefaultStartType(AbilityStartType.ButtonDown)]
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[DefaultInputName("Toggle Item Equip")]
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[AllowDuplicateTypes]
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public class ToggleEquip : EquipSwitcher
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{
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[Tooltip("Should the default ItemSet be toggled upon start?")]
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[SerializeField] protected bool m_ToggleDefaultItemSetOnStart;
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public bool ToggleDefaultItemSetOnStart { get { return m_ToggleDefaultItemSetOnStart; } set { m_ToggleDefaultItemSetOnStart = value; } }
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private int m_PrevItemSetIndex = -1;
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private bool m_ShouldEquipItem = true;
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/// <summary>
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/// Start the ability if the default ItemSet should be equipped.
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/// </summary>
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public override void Start()
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{
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if (m_ToggleDefaultItemSetOnStart) {
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var itemSetIndex = m_ItemSetManager.ActiveItemSetIndex[m_ItemSetCategoryIndex];
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if (itemSetIndex == -1) {
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m_ShouldEquipItem = false;
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StartAbility();
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}
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}
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}
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/// <summary>
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/// The EquipUnequip ability has changed the active ItemSet. Store this value so ToggleEquip knows which ItemSet to equip after the unequip.
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/// </summary>
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/// <param name="itemSetIndex">The updated active ItemSet index value.</param>
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protected override void OnItemSetIndexChange(int itemSetIndex)
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{
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if (!Enabled) {
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return;
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}
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var defaultItemSetIndex = m_ItemSetManager.GetDefaultItemSetIndex(m_ItemSetCategoryIndex);
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m_ShouldEquipItem = itemSetIndex == defaultItemSetIndex;
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if (itemSetIndex == defaultItemSetIndex) {
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// The previous ItemSet may have been removed.
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if (!m_ItemSetManager.IsItemSetValid(m_ItemSetCategoryIndex, m_PrevItemSetIndex, false)) {
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m_PrevItemSetIndex = -1;
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}
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return;
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}
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m_PrevItemSetIndex = itemSetIndex;
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}
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/// <summary>
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/// Called when the ablity is tried to be started. If false is returned then the ability will not be started.
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/// </summary>
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/// <returns>True if the ability can be started.</returns>
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public override bool CanStartAbility()
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{
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// An attribute may prevent the ability from starting.
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if (!base.CanStartAbility()) {
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return false;
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}
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// PrevItemSetIndex will equal -1 if no non-default items have been equipped.
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if (m_PrevItemSetIndex == -1) {
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return false;
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}
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return m_PrevItemSetIndex != m_ItemSetManager.GetDefaultItemSetIndex(m_ItemSetCategoryIndex);
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}
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/// <summary>
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/// The ability has started.
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/// </summary>
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protected override void AbilityStarted()
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{
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base.AbilityStarted();
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// Start the EquipUnequip ability and then stop the ability. The EquipUnequip ability will do the actual work of equipping or unequipping the items.
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var defaultItemSetIndex = m_ItemSetManager.GetDefaultItemSetIndex(m_ItemSetCategoryIndex);
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var itemSetIndex = m_ShouldEquipItem ? m_PrevItemSetIndex : defaultItemSetIndex;
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m_EquipUnequipItemAbility.StartEquipUnequip(itemSetIndex, false, false);
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m_ShouldEquipItem = itemSetIndex == defaultItemSetIndex;
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StopAbility();
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}
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/// <summary>
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/// The character has died.
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/// </summary>
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/// <param name="position">The position of the force.</param>
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/// <param name="force">The amount of force which killed the character.</param>
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/// <param name="attacker">The GameObject that killed the character.</param>
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protected override void OnDeath(Vector3 position, Vector3 force, GameObject attacker)
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{
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if (m_Inventory.RemoveAllOnDeath) {
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m_PrevItemSetIndex = -1;
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}
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}
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}
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} |