Example #1
0
        private IEnumerator Sequence()
        {
            // Infinite.
            Vector2 start = Position;

            while (true)
            {
                if (!HasPlayerRider())
                {
                    yield return(null);

                    continue;
                }

                Vector2 from = start;
                Vector2 to;
                float   at2;

                // Player is riding.
                bool shouldCancel = false;
                int  i;
                for (i = 0; i < targets.Length; i++)
                {
                    to = targets[i];

                    // Start shaking.
                    sfx.Play($"event:/CommunalHelperEvents/game/zipMover/{themePath}/start");
                    Input.Rumble(RumbleStrength.Medium, RumbleLength.Short);
                    StartShaking(0.1f);
                    yield return(0.1f);

                    // Start moving towards the target.
                    streetlight.SetAnimationFrame(3);
                    StopPlayerRunIntoAnimation = false;
                    at2 = 0f;
                    while (at2 < 1f)
                    {
                        yield return(null);

                        at2     = Calc.Approach(at2, 1f, 2f * Engine.DeltaTime);
                        percent = Ease.SineIn(at2);
                        Vector2 vector = Vector2.Lerp(from, to, percent);

                        if (Scene.OnInterval(0.1f))
                        {
                            pathRenderer.CreateSparks();
                        }

                        MoveTo(vector);

                        if (Scene.OnInterval(0.03f))
                        {
                            SpawnScrapeParticles();
                        }
                    }

                    bool last = (i == targets.Length - 1);

                    // Arrived, will wait for 0.5 secs.
                    StartShaking(0.2f);
                    Audio.Play($"event:/CommunalHelperEvents/game/zipMover/{themePath}/impact", Center);
                    streetlight.SetAnimationFrame(((waits && !last) || (ticking && !last) || (permanent && last)) ? 1 : 2);
                    Input.Rumble(RumbleStrength.Strong, RumbleLength.Medium);
                    SceneAs <Level>().Shake();
                    StopPlayerRunIntoAnimation = true;
                    yield return(0.5f);

                    from = targets[i];

                    if (ticking && !last)
                    {
                        float tickTime = 0.0f;
                        int   tickNum  = 0;
                        while (!HasPlayerRider() && tickNum < 5)
                        {
                            yield return(null);

                            streetlight.SetAnimationFrame(1 - (int)Math.Round(tickTime));


                            tickTime = Calc.Approach(tickTime, 1f, Engine.DeltaTime);
                            if (tickTime >= 1.0f)
                            {
                                tickTime = 0.0f;
                                tickNum++;
                                Audio.Play($"event:/CommunalHelperEvents/game/zipMover/{themePath}/tick", Center);
                                StartShaking(0.1f);
                            }
                        }

                        if (tickNum == 5 && !HasPlayerRider())
                        {
                            shouldCancel = true;
                            break;
                        }
                    }
                    else if (waits && !last)
                    {
                        streetlight.SetAnimationFrame(1);
                        while (!HasPlayerRider())
                        {
                            yield return(null);
                        }
                    }
                }

                if (!permanent)
                {
                    for (i -= 2 - (shouldCancel ? 1 : 0); i > -2; i--)
                    {
                        to = (i == -1) ? start : targets[i];

                        // Goes back to start with a speed that is four times slower.
                        StopPlayerRunIntoAnimation = false;
                        streetlight.SetAnimationFrame(2);
                        sfx.Play($"event:/CommunalHelperEvents/game/zipMover/{themePath}/return");
                        at2 = 0f;
                        while (at2 < 1f)
                        {
                            yield return(null);

                            at2     = Calc.Approach(at2, 1f, 0.5f * Engine.DeltaTime);
                            percent = 1f - Ease.SineIn(at2);
                            Vector2 position = Vector2.Lerp(from, to, Ease.SineIn(at2));
                            MoveTo(position);
                        }
                        if (i != -1)
                        {
                            from = targets[i];
                        }

                        StartShaking(0.2f);
                        Audio.Play($"event:/CommunalHelperEvents/game/zipMover/{themePath}/finish", Center);
                    }

                    StopPlayerRunIntoAnimation = true;

                    // Done, will not actiavte for 0.5 secs.
                    streetlight.SetAnimationFrame(1);
                    yield return(0.5f);
                }
                else
                {
                    // Done, will never be activated again.
                    StartShaking(0.3f);
                    Audio.Play($"event:/CommunalHelperEvents/game/zipMover/{themePath}/finish", Center);
                    Audio.Play($"event:/CommunalHelperEvents/game/zipMover/{themePath}/tick", Center);
                    SceneAs <Level>().Shake(0.15f);
                    streetlight.SetAnimationFrame(0);
                    while (true)
                    {
                        yield return(null);
                    }
                }
            }
        }
Example #2
0
        private IEnumerator Sequence()
        {
            // Infinite.
            while (true)
            {
                if (!HasPlayerRider())
                {
                    yield return(null);

                    continue;
                }

                Vector2 from = start;
                Vector2 to;
                float   at2;

                // Player is riding.
                bool shouldCancel = false;
                int  i;
                // Zeroth node is the origin
                for (i = 1; i < nodes.Length; i++)
                {
                    to = nodes[i];

                    // Start shaking.
                    sfx.Play(CustomSFX.game_zipMover_normal_start);
                    Input.Rumble(RumbleStrength.Medium, RumbleLength.Short);
                    StartShaking(0.1f);
                    yield return(0.1f);

                    // Start moving towards the target.
                    //streetlight.SetAnimationFrame(3);
                    StopPlayerRunIntoAnimation = false;
                    at2 = 0f;
                    while (at2 < 1f)
                    {
                        yield return(null);

                        at2     = Calc.Approach(at2, 1f, 2f * Engine.DeltaTime);
                        percent = Ease.SineIn(at2);
                        Vector2 vector = Vector2.Lerp(from, to, percent);
                        vector = FixCassetteY(vector);
                        ScrapeParticlesCheck(to);
                        if (Scene.OnInterval(0.1f))
                        {
                            pathRenderer.CreateSparks();
                        }
                        MoveTo(vector);
                    }

                    bool last = (i == nodes.Length - 1);

                    // Arrived, will wait for 0.5 secs.
                    StartShaking(0.2f);
                    Audio.Play(CustomSFX.game_zipMover_normal_impact, Center);
                    //streetlight.SetAnimationFrame(((waits && !last) || (ticking && !last) || (permanent && last)) ? 1 : 2);
                    Input.Rumble(RumbleStrength.Strong, RumbleLength.Medium);
                    SceneAs <Level>().Shake();
                    StopPlayerRunIntoAnimation = true;
                    yield return(0.5f);

                    from = nodes[i];

                    if (ticking && !last)
                    {
                        float tickTime = 0.0f;
                        int   tickNum  = 0;
                        while (!HasPlayerRider() && tickNum < 5)
                        {
                            yield return(null);

                            //streetlight.SetAnimationFrame(1 - (int) Math.Round(tickTime));


                            tickTime = Calc.Approach(tickTime, 1f, Engine.DeltaTime);
                            if (tickTime >= 1.0f)
                            {
                                tickTime = 0.0f;
                                tickNum++;
                                sfx.Play(CustomSFX.game_zipMover_normal_tick);
                                StartShaking(0.1f);
                            }
                        }

                        if (tickNum == 5 && !HasPlayerRider())
                        {
                            shouldCancel = true;
                            break;
                        }
                    }
                    else if (waits && !last)
                    {
                        //streetlight.SetAnimationFrame(1);
                        while (!HasPlayerRider())
                        {
                            yield return(null);
                        }
                    }
                }

                if (!permanent)
                {
                    if (noReturn)
                    {
                        ReverseNodes(out Vector2 newStart);
                        start = newStart;
                    }
                    else
                    {
                        for (i -= 2 - (shouldCancel ? 1 : 0); i > -1; i--)
                        {
                            to = (i == 0) ? start : nodes[i];

                            // Goes back to start with a speed that is four times slower.
                            StopPlayerRunIntoAnimation = false;
                            //streetlight.SetAnimationFrame(2);
                            sfx.Play(CustomSFX.game_zipMover_normal_return);
                            at2 = 0f;
                            while (at2 < 1f)
                            {
                                yield return(null);

                                at2     = Calc.Approach(at2, 1f, 0.5f * Engine.DeltaTime);
                                percent = 1f - Ease.SineIn(at2);
                                Vector2 position = Vector2.Lerp(from, to, Ease.SineIn(at2));
                                position = FixCassetteY(position);
                                MoveTo(position);
                            }
                            if (i != 0)
                            {
                                from = nodes[i];
                            }

                            StartShaking(0.2f);
                            Audio.Play(CustomSFX.game_zipMover_normal_finish, Center);
                        }
                    }
                    StopPlayerRunIntoAnimation = true;

                    // Done, will not actiavte for 0.5 secs.
                    //streetlight.SetAnimationFrame(1);
                    yield return(0.5f);
                }
                else
                {
                    // Done, will never be activated again.
                    StartShaking(0.3f);
                    Audio.Play(CustomSFX.game_zipMover_normal_finish, Center);
                    Audio.Play(CustomSFX.game_zipMover_normal_tick, Center);
                    SceneAs <Level>().Shake(0.15f);
                    //streetlight.SetAnimationFrame(0);
                    while (true)
                    {
                        yield return(null);
                    }
                }
            }
        }