private async Task OnFinish(SMHandoff smh, ICancellee prepared, CampaignSnapshot start_campaign, IBackgroundOrchestrator?bgo, IAyaPhotoBoard?photoBoard) { if (props.BgTransitionOut != null) { bgo?.QueueTransition(props.BgTransitionOut); } if (props.BossPhotoHP.Try(out _)) { photoBoard?.TearDown(); } //The shift-phase token is cancelled by timeout or by HP. var completedBy = prepared.Cancelled ? (smh.Exec.isEnemy ? (smh.Exec.Enemy.PhotoHP <= 0 && (props.photoHP ?? 0) > 0) ? PhaseClearMethod.PHOTO : (smh.Exec.Enemy.HP <= 0 && (props.hp ?? 0) > 0) ? PhaseClearMethod.HP : (PhaseClearMethod?)null : null) ?? PhaseClearMethod.TIMEOUT : PhaseClearMethod.CANCELLED; var pc = new PhaseCompletion(props, completedBy, smh.Exec, start_campaign, Timeout); if (pc.StandardCardFinish) { if (props.Boss != null) { BulletManager.RequestPowerAura("powerup1", 0, 0, new RealizedPowerAuraOptions( new PowerAuraOptions(new[] { PowerAuraOption.Color(_ => ColorHelpers.CV4(props.Boss.colors.powerAuraColor)), PowerAuraOption.Time(_ => 1f), PowerAuraOption.Iterations(_ => - 1f), PowerAuraOption.Scale(_ => 3.5f), PowerAuraOption.Static(), PowerAuraOption.High(), }), GenCtx.Empty, smh.Exec.GlobalPosition(), smh.cT, null !)); } smh.Exec.DropItems(pc.DropItems, 1.4f, 0.6f, 1f, 0.2f, 2f); DependencyInjection.MaybeFind <IRaiko>() ?.Shake(defaultShakeTime, defaultShakeMult, defaultShakeMag, smh.cT, null); } GameManagement.Instance.PhaseEnd(pc); if (pc.StandardCardFinish && !smh.Cancelled && props.Boss != null && pc.CaptureStars.HasValue) { Object.Instantiate(GameManagement.References.prefabReferences.phasePerformance) .GetComponent <PhasePerformance>().Initialize($"{props.Boss.CasualName} / Boss Card", pc); await WaitingUtils.WaitForUnchecked(smh.Exec, smh.cT, EndOfCardDelayTime, false); } }
private void UpdateVariant() { var v = variants[currVariant]; sr.sprite = v.sprite; if (effect != null) { effect.InvokeCull(); } if (time + timePerVariant < StopShiftingAfter) { effect = Instantiate(switchTell, tr).GetComponent <PowerAura>(); var opts = new PowerAuraOptions(new[] { PowerAuraOption.Color(ReflWrap <TP4> .Wrap(v.color)), PowerAuraOption.Time(_ => timePerVariant), PowerAuraOption.Iterations(_ => switchTellIterations), PowerAuraOption.Scale(_ => switchTellScale), }); effect.Initialize(new RealizedPowerAuraOptions(opts, GenCtx.Empty, Vector2.zero, Cancellable.Null, null !)); } SFXService.Request(onSwitch); }