-
Notifications
You must be signed in to change notification settings - Fork 0
/
DestroyController.cs
45 lines (44 loc) · 1.81 KB
/
DestroyController.cs
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
using System;
using System.Collections;
using System.Collections.Generic;
using System.Linq;
using UnityEngine;
public static class DestroyController {
public static event Action<TileState> OnDestroy = (_) => {};
public static IEnumerator Destroy(TileState state) {
if (state.unit == UnitType.Fire) {
state.alerted = true;
}
else {
OnDestroy(state);
if (state.unit == UnitType.Bomb) {
var unlitNeighbors = state.position.Neighbors(maxDistance: 1).Select(x => Board.Get[x]).Where(x => !x.fireIncoming).ToArray();
float playerCanSeeFireIncomingTime = 0f;
foreach (var neighbor in unlitNeighbors) {
neighbor.fireIncoming = true;
playerCanSeeFireIncomingTime += 0.05f;
}
yield return new WaitForSeconds(playerCanSeeFireIncomingTime);
state.unit = UnitType.Fire;
state.fireIncoming = true;
SFXController.PlayExplosion();
ScreenShakeManager.MajorTrauma();
foreach (var neighbor in unlitNeighbors) {
if (neighbor.Friendliness != Friendliness.Neutral) {
yield return Destroy(neighbor);
neighbor.fireIncoming = true;
}
}
yield return new WaitForSeconds(0.3f);
}
else {
if (state.Friendliness == Friendliness.Friendly || state.Friendliness == Friendliness.Hostile) {
ScreenShakeManager.MinorTrauma();
}
state.unit = UnitType.Empty;
}
state.alerted = false;
}
yield return YieldFast.Get;
}
}