f8590432ba
Created assemblies for the new design code. Relocated legacy scripts into a legacy folder and made a "new_design" folder for new design.
112 lines
3.3 KiB
C#
112 lines
3.3 KiB
C#
using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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using UnityEngine.SceneManagement;
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public class LevelZeroSpecial : MonoBehaviour
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{
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//[SerializeField]
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//private int initalPlaceIndex = 0;
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[SerializeField] private Item.DoorInteractable recepticleOne;
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[SerializeField] private BasicLevelProgressionSystem progression;
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[SerializeField] private int enabledOn = 4;
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[SerializeField] private List<Item.HeavyInteractableItem> powercores;
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[SerializeField] private List<Item.DoorInteractable> recepticals;
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[SerializeField] private UI.WaypointMarker marker;
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[SerializeField] private Animator cover;
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[SerializeField] private Animator gate;
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[SerializeField] private GameObject exitCollider;
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[SerializeField] private Player.PlayerComponent player;
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[SerializeField] private UI.WaypointMarker marker2Ref;
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[SerializeField] private UI.WaypointMarker marker3Ref;
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[SerializeField] private Game.Optimizer finalRoomOptimizer;
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private int countPowered;
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private bool isEnabled;
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private readonly List<UI.WaypointMarker> markers = new();
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private bool transitioningOut;
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// Start is called before the first frame update
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private void Start()
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{
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marker2Ref.gameObject.SetActive(false);
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marker3Ref.gameObject.SetActive(false);
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}
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// Update is called once per frame
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private void Update()
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{
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if (progression.Sections[0] == progression.getCurrent())
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if (recepticleOne.Powered)
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progression.TwoPassed();
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//progression.ProgressCurrentIfInput(BasicLevelProgressionSystem.InputType.EXTERNAL);
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countPowered = 0;
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if (progression.Sections[enabledOn] == progression.getCurrent() && !isEnabled)
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{
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isEnabled = true;
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marker2Ref.gameObject.SetActive(true);
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marker3Ref.gameObject.SetActive(true);
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marker2Ref.target = recepticals[1].transform;
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marker3Ref.target = recepticals[2].transform;
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markers.Add(marker2Ref);
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markers.Add(marker3Ref);
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}
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if (isEnabled)
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foreach (var recepitcal in recepticals)
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if (recepitcal.Powered)
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{
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countPowered++;
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for (var i = 0; i < markers.Count; i++)
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{
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var marker = markers[i];
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if (marker.gameObject.activeInHierarchy)
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if (marker.target == recepitcal.transform)
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{
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marker.gameObject.SetActive(false);
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markers.Remove(marker);
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}
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}
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}
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if (countPowered == 3 && !transitioningOut)
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{
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//transition to cutscene
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transitioningOut = true;
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gate.Play("Open");
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finalRoomOptimizer.Enable();
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}
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if (transitioningOut)
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if (player.transform.position.z > exitCollider.transform.position.z)
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StartCoroutine(transitionOut());
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}
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private IEnumerator transitionOut()
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{
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cover.Play("Cover_load_out");
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yield return new WaitForSeconds(1);
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SceneManager.LoadScene(0);
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}
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} |