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LuaCsForBarotraumaEP/Barotrauma/BarotraumaShared/SharedSource/Characters/Talents/Abilities/CharacterAbilityUpgradeSubmarine.cs
T
2024-04-24 18:09:05 +03:00

57 lines
2.1 KiB
C#

#nullable enable
namespace Barotrauma.Abilities;
internal class CharacterAbilityUpgradeSubmarine : CharacterAbility
{
private readonly UpgradePrefab? upgradePrefab;
private readonly UpgradeCategory? upgradeCategory;
public readonly int level;
public override bool AllowClientSimulation => true;
public CharacterAbilityUpgradeSubmarine(CharacterAbilityGroup characterAbilityGroup, ContentXElement abilityElement) : base(characterAbilityGroup, abilityElement)
{
var prefabIdentifier = abilityElement.GetAttributeIdentifier(nameof(upgradePrefab), Identifier.Empty);
var categoryIdentifier = abilityElement.GetAttributeIdentifier(nameof(upgradeCategory), Identifier.Empty);
if (UpgradePrefab.Find(prefabIdentifier) is not { } foundUpgradePrefab)
{
DebugConsole.ThrowError($"Error in talent {CharacterTalent.DebugIdentifier}, {nameof(CharacterAbilityUpgradeSubmarine)} - {nameof(upgradePrefab)} not found.",
contentPackage: abilityElement.ContentPackage);
}
else
{
upgradePrefab = foundUpgradePrefab;
}
if (UpgradeCategory.Find(categoryIdentifier) is not { } foundUpgradeCategory)
{
DebugConsole.ThrowError($"Error in talent {CharacterTalent.DebugIdentifier}, {nameof(CharacterAbilityUpgradeSubmarine)} - {nameof(upgradeCategory)} not found.",
contentPackage: abilityElement.ContentPackage);
}
else
{
upgradeCategory = foundUpgradeCategory;
}
level = abilityElement.GetAttributeInt(nameof(level), 1);
}
protected override void ApplyEffect(AbilityObject abilityObject)
{
ApplyEffectSpecific();
}
protected override void ApplyEffect()
{
ApplyEffectSpecific();
}
private void ApplyEffectSpecific()
{
if (upgradePrefab == null || upgradeCategory == null) { return; }
if (GameMain.GameSession?.Campaign?.UpgradeManager is not { } upgradeManager) { return; }
upgradeManager.AddUpgradeExternally(upgradePrefab, upgradeCategory, level);
}
}