Exemple #1
0
        private void Start()
        {
            Dungeon              m_dungeonPrefab     = DungeonDatabase.GetOrLoadByName("finalscenario_guide");
            DungeonFlow          dungeonFlowPrefab   = m_dungeonPrefab.PatternSettings.flows[0];
            PrototypeDungeonRoom GuidePastRoom       = dungeonFlowPrefab.AllNodes[0].overrideExactRoom;
            GameObject           GuidePastRoomObject = GuidePastRoom.placedObjects[0].nonenemyBehaviour.gameObject;
            GameObject           m_RainPrefab        = GuidePastRoomObject.transform.Find("Rain").gameObject;

            GameObject m_ThunderStorm = Instantiate(m_RainPrefab);

            m_ThunderStorm.name = "ExpandRain";
            m_StormController   = m_ThunderStorm.GetComponent <ThunderstormController>();
            ParticleSystem m_CachedParticleSystem = m_StormController.RainSystemTransform.GetComponent <ParticleSystem>();

            if (useCustomIntensity)
            {
                BraveUtility.SetEmissionRate(m_CachedParticleSystem, RainIntensity);
            }
            m_StormController.DecayVertical = isLocalToRoom;
            m_StormController.DoLighting    = false;
            LightningRenderers = m_StormController.LightningRenderers;
            m_ThunderStorm.transform.parent = gameObject.transform;

            dungeonFlowPrefab = null;
            m_dungeonPrefab   = null;

            isActive = true;
        }
        private void InitStorm()
        {
            Dungeon              m_dungeonPrefab     = DungeonDatabase.GetOrLoadByName("finalscenario_guide");
            DungeonFlow          dungeonFlowPrefab   = m_dungeonPrefab.PatternSettings.flows[0];
            PrototypeDungeonRoom GuidePastRoom       = dungeonFlowPrefab.AllNodes[0].overrideExactRoom;
            GameObject           GuidePastRoomObject = GuidePastRoom.placedObjects[0].nonenemyBehaviour.gameObject;
            GameObject           m_RainPrefab        = GuidePastRoomObject.transform.Find("Rain").gameObject;

            m_ThunderStorm      = Instantiate(m_RainPrefab);
            m_ThunderStorm.name = "ChaosRain";
            ThunderstormController stormController        = m_ThunderStorm.GetComponent <ThunderstormController>();
            ParticleSystem         m_CachedParticleSystem = stormController.RainSystemTransform.GetComponent <ParticleSystem>();

            if (useCustomIntensity)
            {
                BraveUtility.SetEmissionRate(m_CachedParticleSystem, RainIntensity);
            }
            m_cachedEmissionRate          = m_CachedParticleSystem.emission.rate.constant;
            stormController.DecayVertical = false;
            stormController.DoLighting    = false;
            m_ChaosLightning = new GameObject("ChaosLightning");
            m_ChaosLightning.AddComponent <ChaosWeatherController>();
            ChaosWeatherController LightningComponent = m_ChaosLightning.GetComponent <ChaosWeatherController>();

            LightningComponent.LightningRenderers = stormController.LightningRenderers;
            dungeonFlowPrefab = null;
            m_dungeonPrefab   = null;
        }
        private IEnumerator ToggleRainFX(PlayerController player, float cachedRate)
        {
            if (GameObject.Find("Base_ResourcefulRat(Clone)") == null)
            {
                yield break;
            }
            if (GameObject.Find("ChaosRain") == null)
            {
                yield break;
            }
            if (GameObject.Find("ChaosLightning") == null)
            {
                yield break;
            }

            ThunderstormController stormController        = GameObject.Find("ChaosRain").GetComponent <ThunderstormController>();
            ParticleSystem         m_CachedParticleSystem = stormController.RainSystemTransform.GetComponent <ParticleSystem>();
            ChaosWeatherController LightningController    = GameObject.Find("ChaosLightning").GetComponent <ChaosWeatherController>();

            bool Active = true;

            if (ChaosLists.InvalidRatFloorRainRooms.Contains(player.CurrentRoom.GetRoomName()) |
                player.CurrentRoom.IsShop |
                player.CurrentRoom.area.PrototypeRoomCategory == PrototypeDungeonRoom.RoomCategory.BOSS)
            {
                Active = false;
            }
            if (!Active)
            {
                if (!stormController.enabled && !LightningController.isActive)
                {
                    yield break;
                }
                AkSoundEngine.PostEvent("Stop_ENV_rain_loop_01", stormController.gameObject);
                BraveUtility.SetEmissionRate(m_CachedParticleSystem, 0f);
                yield return(new WaitForSeconds(2f));

                stormController.enabled      = false;
                LightningController.isActive = false;
                yield return(null);

                yield break;
            }
            else
            {
                if (stormController.enabled && LightningController.isActive)
                {
                    yield break;
                }
                BraveUtility.SetEmissionRate(m_CachedParticleSystem, cachedRate);
                stormController.enabled      = true;
                LightningController.isActive = true;
                yield return(null);

                yield break;
            }
        }
        public static void AddRainStormToFloor(string dungeon, float RainIntensity = 1f, bool useCustomIntensity = false)
        {
            if (string.IsNullOrEmpty(dungeon))
            {
                return;
            }
            GameObject dungeonObject = GameObject.Find(dungeon);

            if (dungeonObject == null)
            {
                dungeonObject = GameObject.Find(dungeon + "(Clone)");
            }
            if (dungeonObject == null)
            {
                return;
            }
            Dungeon              m_dungeonPrefab     = DungeonDatabase.GetOrLoadByName("finalscenario_guide");
            DungeonFlow          dungeonFlowPrefab   = m_dungeonPrefab.PatternSettings.flows[0];
            PrototypeDungeonRoom GuidePastRoom       = dungeonFlowPrefab.AllNodes[0].overrideExactRoom;
            GameObject           GuidePastRoomObject = GuidePastRoom.placedObjects[0].nonenemyBehaviour.gameObject;
            GameObject           m_RainPrefab        = GuidePastRoomObject.transform.Find("Rain").gameObject;
            GameObject           m_ThunderStorm      = Instantiate(m_RainPrefab);

            m_ThunderStorm.name = "ChaosRain";
            ThunderstormController stormController        = m_ThunderStorm.GetComponent <ThunderstormController>();
            ParticleSystem         m_CachedParticleSystem = stormController.RainSystemTransform.GetComponent <ParticleSystem>();

            if (useCustomIntensity)
            {
                BraveUtility.SetEmissionRate(m_CachedParticleSystem, RainIntensity);
            }
            stormController.DecayVertical = false;
            stormController.DoLighting    = false;
            GameObject m_ChaosLightning = new GameObject("ChaosLightning");

            m_ChaosLightning.name = "ChaosLightning";
            m_ChaosLightning.AddComponent <ChaosWeatherController>();
            ChaosWeatherController LightningComponent = m_ChaosLightning.GetComponent <ChaosWeatherController>();

            LightningComponent.LightningRenderers = stormController.LightningRenderers;
            dungeonFlowPrefab = null;
            m_dungeonPrefab   = null;
            return;
        }
        private IEnumerator ToggleRainFx(bool Active)
        {
            if (m_ChaosLightning == null | m_ThunderStorm == null)
            {
                yield break;
            }
            if (!Active)
            {
                m_StormIsActive = false;
                ChaosWeatherController CurrentWeather = m_ChaosLightning.GetComponent <ChaosWeatherController>();
                CurrentWeather.isActive = false;
                ThunderstormController m_ThunderStormComponent = m_ThunderStorm.GetComponent <ThunderstormController>();
                AkSoundEngine.PostEvent("Stop_ENV_rain_loop_01", m_ThunderStormComponent.gameObject);
                ParticleSystem rainParticles = m_ThunderStormComponent.RainSystemTransform.GetComponent <ParticleSystem>();
                BraveUtility.SetEmissionRate(rainParticles, 0f);
                yield return(new WaitForSeconds(2f));

                m_ThunderStormComponent.enabled = false;
                m_ThunderStorm.SetActive(false);
                yield return(null);

                yield break;
            }
            else
            {
                m_ThunderStorm.SetActive(true);
                yield return(null);

                ThunderstormController m_ThunderStormComponent = m_ThunderStorm.GetComponent <ThunderstormController>();
                m_ThunderStormComponent.enabled = true;
                ParticleSystem rainParticles = m_ThunderStormComponent.RainSystemTransform.GetComponent <ParticleSystem>();
                BraveUtility.SetEmissionRate(rainParticles, m_cachedEmissionRate);
                ChaosWeatherController CurrentWeather = m_ChaosLightning.GetComponent <ChaosWeatherController>();
                CurrentWeather.isActive = true;
                m_StormIsActive         = true;
                yield break;
            }
        }