using System.Collections; using System.Collections.Generic; using UnityEngine; using UnityEngine.SceneManagement; public class LevelZeroSpecial : MonoBehaviour { //[SerializeField] //private int initalPlaceIndex = 0; [SerializeField] private DoorInteractable recepticleOne; [SerializeField] private BasicLevelProgressionSystem progression; [SerializeField] private int enabledOn = 4; [SerializeField] private List powercores; [SerializeField] private List recepticals; [SerializeField] private WaypointMarker marker; [SerializeField] private Animator cover; [SerializeField] private Animator gate; [SerializeField] private GameObject exitCollider; [SerializeField] private PlayerComponent player; [SerializeField] private WaypointMarker marker2Ref; [SerializeField] private WaypointMarker marker3Ref; [SerializeField] private Optimizer finalRoomOptimizer; private int countPowered; private bool isEnabled; private readonly List markers = new(); private bool transitioningOut; // Start is called before the first frame update private void Start() { marker2Ref.gameObject.SetActive(false); marker3Ref.gameObject.SetActive(false); } // Update is called once per frame private void Update() { if (progression.Sections[0] == progression.getCurrent()) if (recepticleOne.Powered) progression.TwoPassed(); //progression.ProgressCurrentIfInput(BasicLevelProgressionSystem.InputType.EXTERNAL); countPowered = 0; if (progression.Sections[enabledOn] == progression.getCurrent() && !isEnabled) { isEnabled = true; marker2Ref.gameObject.SetActive(true); marker3Ref.gameObject.SetActive(true); marker2Ref.target = recepticals[1].transform; marker3Ref.target = recepticals[2].transform; markers.Add(marker2Ref); markers.Add(marker3Ref); } if (isEnabled) foreach (var recepitcal in recepticals) if (recepitcal.Powered) { countPowered++; for (var i = 0; i < markers.Count; i++) { var marker = markers[i]; if (marker.gameObject.activeInHierarchy) if (marker.target == recepitcal.transform) { marker.gameObject.SetActive(false); markers.Remove(marker); } } } if (countPowered == 3 && !transitioningOut) { //transition to cutscene transitioningOut = true; gate.Play("Open"); finalRoomOptimizer.Enable(); } if (transitioningOut) if (player.transform.position.z > exitCollider.transform.position.z) StartCoroutine(transitionOut()); } private IEnumerator transitionOut() { cover.Play("Cover_load_out"); yield return new WaitForSeconds(1); SceneManager.LoadScene(0); } }