static bool Prefix(CombatHUDFireButton __instance) { if (__instance == null || __instance.gameObject == null) { return(true); } Mod.UILog.Info?.Write($"CHUDFB - OnClick FIRED for FireMode: {__instance.CurrentFireMode}"); bool shouldReturn = true; CombatHUDAttackModeSelector selector = SharedState.CombatHUD.AttackModeSelector; if (__instance.gameObject.name == ModConsts.ChargeFB_GO_ID) { MeleeState meleeState = ModState.GetMeleeState( SharedState.CombatHUD.SelectionHandler.ActiveState.SelectedActor, SharedState.CombatHUD.SelectionHandler.ActiveState.PreviewPos); ModState.AddOrUpdateSelectedAttack( SharedState.CombatHUD.SelectionHandler.ActiveState.SelectedActor, meleeState.Charge ); Mod.UILog.Info?.Write("User selected Charge button"); shouldReturn = false; } else if (__instance.gameObject.name == ModConsts.KickFB_GO_ID) { MeleeState meleeState = ModState.GetMeleeState( SharedState.CombatHUD.SelectionHandler.ActiveState.SelectedActor, SharedState.CombatHUD.SelectionHandler.ActiveState.PreviewPos); ModState.AddOrUpdateSelectedAttack( SharedState.CombatHUD.SelectionHandler.ActiveState.SelectedActor, meleeState.Kick ); Mod.UILog.Info?.Write("User selected Kick button"); shouldReturn = false; } else if (__instance.gameObject.name == ModConsts.PhysicalWeaponFB_GO_ID) { MeleeState meleeState = ModState.GetMeleeState( SharedState.CombatHUD.SelectionHandler.ActiveState.SelectedActor, SharedState.CombatHUD.SelectionHandler.ActiveState.PreviewPos); ModState.AddOrUpdateSelectedAttack( SharedState.CombatHUD.SelectionHandler.ActiveState.SelectedActor, meleeState.PhysicalWeapon ); Mod.UILog.Info?.Write("User selected PhysWeap button"); shouldReturn = false; } else if (__instance.gameObject.name == ModConsts.PunchFB_GO_ID) { MeleeState meleeState = ModState.GetMeleeState( SharedState.CombatHUD.SelectionHandler.ActiveState.SelectedActor, SharedState.CombatHUD.SelectionHandler.ActiveState.PreviewPos); ModState.AddOrUpdateSelectedAttack( SharedState.CombatHUD.SelectionHandler.ActiveState.SelectedActor, meleeState.Punch ); Mod.UILog.Info?.Write("User selected Punch button"); shouldReturn = false; } else { MeleeAttack selectedAttack2 = ModState.GetSelectedAttack(SharedState.CombatHUD?.SelectionHandler?.ActiveState?.SelectedActor); if (selectedAttack2 != null) { Mod.UILog.Info?.Write("OnClick from generic CHUDFB with selected type, short-cutting to action."); // Disable the buttons to prevent accidental clicks? if (selectedAttack2 is ChargeAttack) { ModState.ChargeFB.CurrentFireMode = CombatHUDFireButton.FireMode.None; } if (selectedAttack2 is KickAttack) { ModState.KickFB.CurrentFireMode = CombatHUDFireButton.FireMode.None; } if (selectedAttack2 is WeaponAttack) { ModState.PhysicalWeaponFB.CurrentFireMode = CombatHUDFireButton.FireMode.None; } if (selectedAttack2 is PunchAttack) { ModState.PunchFB.CurrentFireMode = CombatHUDFireButton.FireMode.None; } return(true); } } MeleeAttack selectedAttack = ModState.GetSelectedAttack(SharedState.CombatHUD?.SelectionHandler?.ActiveState?.SelectedActor); if (selectedAttack != null) { Mod.UILog.Debug?.Write("Enabling description container for melee attack"); selector.DescriptionContainer.SetActive(true); selector.DescriptionContainer.gameObject.SetActive(true); HashSet <string> descriptonNotes = selectedAttack.DescriptionNotes; string description = String.Join(", ", descriptonNotes); Mod.UILog.Debug?.Write($"Aggregate description is: {description}"); selector.DescriptionText.SetText(description); selector.DescriptionText.ForceMeshUpdate(true); // TODO: Update weapon damage instead? // Update the weapon strings SharedState.CombatHUD.WeaponPanel.RefreshDisplayedWeapons(); } return(shouldReturn); }
static void Postfix(CombatHUDAttackModeSelector __instance, CombatHUDFireButton.FireMode mode, ref string additionalDetails, bool showHeatWarnings) { try { // Disable the melee container if there's no active state if (SharedState.CombatHUD?.SelectionHandler?.ActiveState == null || SharedState.CombatHUD?.SelectionHandler?.ActiveState?.SelectedActor == null || SharedState.CombatHUD?.SelectionHandler?.ActiveState?.PreviewPos == null) { Mod.UILog.Trace?.Write($"Disabling all CHUD_Fire_Buttons"); ModState.MeleeAttackContainer.SetActive(false); return; } Mod.UILog.Trace?.Write($"ShowFireButton called with mode: {mode}"); if (mode == CombatHUDFireButton.FireMode.Engage) { Mod.UILog.Trace?.Write($"Enabling all CHUD_Fire_Buttons"); ModState.MeleeAttackContainer.SetActive(true); MeleeState meleeState = ModState.GetMeleeState( SharedState.CombatHUD.SelectionHandler.ActiveState.SelectedActor, SharedState.CombatHUD.SelectionHandler.ActiveState.PreviewPos); // Toggle each button by available state ToggleStateButtons(meleeState); // Autoselect best option MeleeAttack autoselectedAttack = meleeState.GetHighestDamageAttackForUI(); if (autoselectedAttack != null) { Mod.UILog.Info?.Write($"Autoselecting state of type: '{autoselectedAttack.Label}' as most damaging."); } else { Mod.UILog.Info?.Write("No highest damaging state - no melee options!"); } // Final check - if everything is disabled, disable the button bool hasValidAttack = meleeState.Charge.IsValid || meleeState.Kick.IsValid || meleeState.PhysicalWeapon.IsValid || meleeState.Punch.IsValid; if (!hasValidAttack) { Mod.UILog.Info?.Write("NO VALID MELEE ATTACKS, DISABLING!"); __instance.FireButton.SetState(ButtonState.Disabled); __instance.FireButton.CurrentFireMode = CombatHUDFireButton.FireMode.None; __instance.DescriptionContainer.SetActive(false); SharedState.CombatHUD.SelectionHandler.ActiveState.BackOut(); __instance.ForceRefreshImmediate(); } else { Mod.UILog.Info?.Write($" CHECKING FOR VALID ATTACKS: hasValidAttack=>{hasValidAttack}" + $" charge=>{meleeState.Charge.IsValid}" + $" kick=>{meleeState.Kick.IsValid}" + $" punch=>{meleeState.Punch.IsValid}" + $" weapon=>{meleeState.PhysicalWeapon.IsValid}" + $""); } } else { Mod.UILog.Trace?.Write($"Disabling all CHUD_Fire_Buttons"); ModState.MeleeAttackContainer.SetActive(false); if (ModState.ChargeFB != null) { ModState.ChargeFB.CurrentFireMode = CombatHUDFireButton.FireMode.None; } if (ModState.KickFB != null) { ModState.KickFB.CurrentFireMode = CombatHUDFireButton.FireMode.None; } if (ModState.PhysicalWeaponFB != null) { ModState.PhysicalWeaponFB.CurrentFireMode = CombatHUDFireButton.FireMode.None; } if (ModState.PunchFB != null) { ModState.PunchFB.CurrentFireMode = CombatHUDFireButton.FireMode.None; } ModState.InvalidateState(SharedState.CombatHUD.SelectionHandler.ActiveState.SelectedActor); } // Handle the DFA button here if (mode == CombatHUDFireButton.FireMode.DFA) { MeleeState meleeState = ModState.GetMeleeState( SharedState.CombatHUD.SelectionHandler.ActiveState.SelectedActor, SharedState.CombatHUD.SelectionHandler.ActiveState.PreviewPos); // Check for valid attack if (!meleeState.DFA.IsValid) { Mod.UILog.Info?.Write($"DFA attack failed validation, disabling button."); __instance.FireButton.SetState(ButtonState.Disabled); __instance.FireButton.CurrentFireMode = CombatHUDFireButton.FireMode.None; __instance.DescriptionContainer.SetActive(false); SharedState.CombatHUD.SelectionHandler.ActiveState.BackOut(); __instance.ForceRefreshImmediate(); } HashSet <string> descriptonNotes = meleeState.DFA.DescriptionNotes; additionalDetails = String.Join(", ", descriptonNotes); Mod.UILog.Info?.Write($"Aggregate description is: {additionalDetails}"); // Select state here as a click will validate ModState.AddOrUpdateSelectedAttack( SharedState.CombatHUD.SelectionHandler.ActiveState.SelectedActor, meleeState.DFA ); } } catch (Exception e) { Mod.Log.Warn?.Write(e, "Failed to update the CombatButton states - warn Frost!"); } }