Exemple #1
0
    /// <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);
 }
Exemple #3
0
    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);
                    }
                }
            }
        }
    }
Exemple #5
0
	protected override void OnSpawn()
	{
		Init();

		ExperienceBar = ExperienceBarPrefab.Spawn().GetComponent<ProgressBarUI>();
		ExperienceBar.follow.Set(UperBoundary);

		Reset();

		dodge = StartCoroutine(Dodge());
		base.OnSpawn();
	}