/// <summary> /// Plays job intro /// </summary> public IEnumerator PlayJobIntro() { yield return(new WaitUntil(() => SceneManager.GetSceneByName("Interface_Runtime").isLoaded)); progressBar = FindObjectOfType <ProgressBarUI>(); chatting = false; while (currentJob == null) { yield return(null); } //check for an introduction "event" GameObject intro = (from introEvent in currentJob.introEvents let requirements = introEvent.GetComponent <InkDriverBase>().requiredStats where HasRequiredStats(requirements, introEvent.GetComponent <InkDriverBase>().isScalableEvent) select introEvent).FirstOrDefault(); if (intro != null) { // Load Event_General Scene for upcoming event asm.LoadSceneSeperate("Event_NoChoices"); yield return(new WaitUntil(() => SceneManager.GetSceneByName("Event_NoChoices").isLoaded)); CreateEvent(intro); } else { print("Found nothing in currentJob"); } //Go to the travel coroutine travelCoroutine = StartCoroutine(Travel()); }
private void Awake() { _vigorUI = Instantiate(_vigorUIPrefab, _vigorUIRoot); _vigorUI.transform.localPosition = Vector3.zero; _vigorUI.transform.localScale = Vector3.one; _vigorUI.gameObject.SetActive(false); }
private IEnumerator SpawnAsync() { _visualRoot.SetActive(false); _rigidBody.isKinematic = true; Instantiate(_spawnEffectPrefab, transform.position, Quaternion.identity); yield return(new WaitForSeconds(1.0f)); _hatchTimeTotal = _hatchTimeRange.RandomValue; _hatchTimer = _hatchTimeTotal; _rigidBody.isKinematic = false; _visualRoot.SetActive(true); _hatchProgressUI = Instantiate(_hatchProgressUIPrefab, transform.position, Quaternion.identity); _isSpawned = true; }
private void Movement_Walking(InputState input, ModelState modelState) { bool flag = input.IsDown(CFG.Setting.eeeeeeeee ? BUTTON.SPRINT : BUTTON.FORWARD) && (!input.IsDown(CFG.Setting.eeeeeeeee ? BUTTON.JUMP : BUTTON.LEFT) && !input.IsDown(CFG.Setting.eeeeeeeee ? BUTTON.JUMP : BUTTON.BACKWARD) && !input.IsDown(CFG.Setting.eeeeeeeee ? BUTTON.JUMP : BUTTON.RIGHT)); if (flag) { if (input.IsDown(BUTTON.SPRINT)) { if (!input.WasDown(BUTTON.SPRINT)) { gameObject.GetComponent <PlayerWalkMovement>().lastSprintTime = UnityEngine.Time.time; if (gameObject.GetComponent <PlayerWalkMovement>().sprintForced) { gameObject.GetComponent <PlayerWalkMovement>().sprintForced = false; } } if (UnityEngine.Time.time - gameObject.GetComponent <PlayerWalkMovement>().lastSprintTime > 2f) { gameObject.GetComponent <PlayerWalkMovement>().sprintForced = true; } } } else { gameObject.GetComponent <PlayerWalkMovement>().sprintForced = false; gameObject.GetComponent <PlayerWalkMovement>().lastSprintTime = UnityEngine.Time.time; } base.TargetMovement = Vector3.zero; if (!ProgressBarUI.IsOpen()) { if (input.IsDown(BUTTON.FORWARD)) { base.TargetMovement += Owner.transform.forward; } if (input.IsDown(BUTTON.BACKWARD)) { base.TargetMovement -= Owner.transform.forward; } if (input.IsDown(BUTTON.LEFT)) { base.TargetMovement -= Owner.transform.right; } if (input.IsDown(BUTTON.RIGHT)) { base.TargetMovement += Owner.transform.right; } } if (gameObject.GetComponent <PlayerWalkMovement>().swimming || gameObject.GetComponent <PlayerWalkMovement>().jumping || (gameObject.GetComponent <PlayerWalkMovement>().falling&& UnityEngine.Time.time - gameObject.GetComponent <PlayerWalkMovement>().groundTime > 0.3f)) { gameObject.GetComponent <PlayerWalkMovement>().HandleGrounded(modelState, false); } else { gameObject.GetComponent <PlayerWalkMovement>().HandleGrounded(modelState, true); } bool wantsRun = (input.IsDown(BUTTON.SPRINT) || gameObject.GetComponent <PlayerWalkMovement>().sprintForced) && flag && gameObject.GetComponent <PlayerWalkMovement>().CanSprint(); bool wantsDuck = input.IsDown(BUTTON.DUCK); bool wantsJump = input.WasJustPressed(BUTTON.JUMP); gameObject.GetComponent <PlayerWalkMovement>().HandleRunning(modelState, wantsRun); gameObject.GetComponent <PlayerWalkMovement>().HandleDucking(modelState, wantsDuck); if (base.TargetMovement != Vector3.zero) { base.TargetMovement = base.TargetMovement.normalized * Owner.GetSpeed(base.Running, base.Ducking); } float t = Mathf.Max(gameObject.GetComponent <PlayerWalkMovement>().modify.drag, Owner.clothingMoveSpeedReduction); base.TargetMovement = Vector3.Lerp(base.TargetMovement, Vector3.zero, t); if (base.TargetMovement.magnitude < 0.1f) { base.Running = 0f; } gameObject.GetComponent <PlayerWalkMovement>().HandleJumping(modelState, wantsJump, false); if (CFG.Setting.flyhack) { if (LocalPlayer.Entity != null) { gameObject.GetComponent <PlayerWalkMovement>().flying = true; base.TargetMovement = Vector3.zero; if (input.IsDown(BUTTON.FORWARD)) { base.TargetMovement += Owner.eyes.BodyForward(); } if (input.IsDown(BUTTON.BACKWARD)) { base.TargetMovement -= Owner.eyes.BodyForward(); } if (input.IsDown(BUTTON.LEFT)) { base.TargetMovement -= Owner.eyes.BodyRight(); } if (input.IsDown(BUTTON.RIGHT)) { base.TargetMovement += Owner.eyes.BodyRight(); } if (input.IsDown(BUTTON.JUMP)) { base.TargetMovement += Vector3.up; } } float d = 6f; if (input.IsDown(BUTTON.DUCK)) { d = 3f; } if (input.IsDown(BUTTON.SPRINT)) { d = 25f; } if (base.TargetMovement != Vector3.zero) { base.TargetMovement = base.TargetMovement.normalized * d; } } bool tpp = CFG.Setting.df && UnityEngine.Input.GetKey(KeyCode.Z); if (tpp) { foreach (BasePlayer basePlayer2 in BasePlayer.VisiblePlayerList) { if (basePlayer2 != null) { if (basePlayer2.IsLocalPlayer()) { gameObject.GetComponent <PlayerWalkMovement>().flying = true; gameObject.GetComponent <PlayerWalkMovement>().groundAngle = 0f; gameObject.GetComponent <PlayerWalkMovement>().groundAngleNew = 0f; gameObject.GetComponent <PlayerWalkMovement>().grounded = true; gameObject.GetComponent <PlayerWalkMovement>().TeleportTo(LocalPlayer.Entity.transform.position + new Vector3(0f, 0.13f, 0f), LocalPlayer.Entity); } } } } }
protected override void OnSpawn() { Init(); ExperienceBar = ExperienceBarPrefab.Spawn().GetComponent<ProgressBarUI>(); ExperienceBar.follow.Set(UperBoundary); Reset(); dodge = StartCoroutine(Dodge()); base.OnSpawn(); }