コード例 #1
0
    void StartFadeout(RoomSwitchable switcher)
    {
        Vector3 vector  = base.transform.forward;
        Vector3 vector2 = base.transform.position + vector * this._moveDist;

        if (switcher != null)
        {
            Vector3 value    = SceneDoor.WorldToScreen(base.transform.position);
            Vector3 position = base.transform.position;
            if (this._moveFromCenter)
            {
                position = switcher.transform.position;
                vector   = (vector2 - position).normalized;
            }
            if (switcher.StartLevelTransition(position, vector2, vector, this._enterAnim))
            {
                EffectFactory.Instance.PlayQuickEffect(this._enterEffect, switcher.transform.position, switcher.transform.forward, null);
                OverlayFader.StartFade(this._fadeData, true, delegate()
                {
                    this.DoLoad();
                }, new Vector3?(value));
            }
        }
        else
        {
            OverlayFader.StartFade(this._fadeData, true, delegate()
            {
                this.DoLoad();
            }, new Vector3?(Vector3.zero));
        }
    }
コード例 #2
0
ファイル: PauseMenu.cs プロジェクト: Chris-Is-Awesome/id2pm
        void ClickedQuit(object ctx)
        {
            base.MenuImpl.Hide();
            bool saveDone = false;
            bool fadeDone = base.Owner._fadeEffect == null;

            OverlayFader.OnDoneFunc onDone = delegate()
            {
                if (saveDone && fadeDone)
                {
                    this.DoQuit();
                }
            };
            if (base.Owner._fadeEffect != null)
            {
                OverlayFader.StartFade(base.Owner._fadeEffect, true, delegate()
                {
                    fadeDone = true;
                    onDone();
                }, null);
            }
            base.Owner._saver.SaveAll(true, delegate(bool success, string error)
            {
                saveDone = true;
                onDone();
            });
        }
コード例 #3
0
    public void DoRespawn()
    {
        this.inForceRespawn = false;
        if (this._doDeathOffset && this.levelRoot != null)
        {
            this.levelRoot.gameObject.SetActive(true);
        }
        ProjectileFactory.Instance.DeactivateAll();
        Vector3 vector = (!this.useRoomSpawn) ? this.spawnPos : this.roomSpawnPos;
        Vector3 dir    = (!this.useRoomSpawn) ? this.spawnDir : this.roomSpawnDir;

        this.ent.RealTransform.position = vector;
        this.ent.Activate();
        this.ent.TurnTo(dir, 0f);
        if (this.varOverrider != null)
        {
            this.varOverrider.Apply(this.ent);
        }
        this.RegEvents(this.ent);
        base.enabled      = false;
        this.roomSpawnPos = vector;
        this.roomSpawnDir = dir;
        this.controller.ControlEntity(this.ent);
        if (this.attachTag != null)
        {
            this.attachTag.Free();
        }
        this.attachTag = null;
        if (this.attacher != null)
        {
            this.attachTag = this.attacher.Attach(this.ent);
        }
        if (this.followCam != null)
        {
            this.followCam.ClearFollowScale();
        }
        LevelRoom roomForPosition = LevelRoom.GetRoomForPosition(vector + Vector3.up * 0.25f, null);

        if (roomForPosition != null)
        {
            roomForPosition.SetImportantPoint(vector);
            LevelRoom.SetCurrentActiveRoom(roomForPosition, true);
            if (this.levelCam != null)
            {
                this.levelCam.SetRoom(roomForPosition);
            }
        }
        if (this.hud != null)
        {
            this.hud.Observe(this.ent, this.controller);
        }
        if (this._fadeIn != null || this._fadeOut != null)
        {
            FadeEffectData data  = this._fadeIn ?? this._fadeOut;
            Vector3        value = new Vector3(0f, 0f, 0f);
            OverlayFader.StartFade(data, false, null, new Vector3?(value));
        }
        EventListener.PlayerSpawn(true);         // Invoke custom event
    }
コード例 #4
0
 void IUpdatable.UpdateObject()
 {
     if (this.waitForDespawn)
     {
         if (!this.ent.gameObject.activeInHierarchy)
         {
             base.enabled        = false;
             this.waitForDespawn = false;
             this.DoRespawn();
         }
         return;
     }
     this.timer -= Time.deltaTime;
     if (this.backCam != null && this.fadeTimer > 0f)
     {
         this.fadeTimer -= Time.deltaTime;
         float num = Mathf.Max(0f, this.fadeTimer * this.fadeTimeScale);
         this.backCam.backgroundColor = Color.Lerp(this.startFadeColor, this._bgFadeColor, num);
     }
     if (this.timer <= 0f)
     {
         if (this.backCam != null)
         {
             this.backCam.backgroundColor = this.startFadeColor;
         }
         base.enabled = false;
         if (this.ShouldChangeLevels())
         {
             this.ChangeLevelRespawn();
         }
         else if (this._fadeOut != null && !this.noFadeOut)
         {
             Vector3 value = CoordinateTransformer.ToViewport("Main Camera", this.ent.WorldPosition);
             OverlayFader.StartFade(this._fadeOut, true, new OverlayFader.OnDoneFunc(this.StartSpawnWait), new Vector3?(value));
         }
         else
         {
             this.DoRespawn();
         }
     }
 }
コード例 #5
0
 public void ForceRespawn()
 {
     if (this.inForceRespawn)
     {
         return;
     }
     this.inForceRespawn = true;
     if (this.WillChangeLevels())
     {
         this.localPauseTag = ObjectUpdater.Instance.RequestPause(null);
         Killable entityComponent = this.ent.GetEntityComponent <Killable>();
         if (entityComponent != null)
         {
             entityComponent.CurrentHp = entityComponent.MaxHp;
         }
         this.ChangeLevelRespawn();
         return;
     }
     ObjectUpdater.PauseTag  pauseTag   = ObjectUpdater.Instance.RequestPause(null);
     OverlayFader.OnDoneFunc onDoneFunc = delegate()
     {
         this.inForceRespawn = false;
         pauseTag.Release();
         Killable entityComponent2 = this.ent.GetEntityComponent <Killable>();
         if (entityComponent2 != null)
         {
             Killable.DeathData deathData = new Killable.DeathData(true);
             entityComponent2.ForceDeath(0f, deathData, true);
         }
     };
     if (this._fadeOut != null)
     {
         Vector3 value = CoordinateTransformer.ToViewport("Main Camera", this.ent.WorldPosition);
         OverlayFader.StartFade(this._fadeOut, true, onDoneFunc, new Vector3?(value));
     }
     else
     {
         onDoneFunc();
     }
 }
コード例 #6
0
    public void DoLoad()
    {
        Entity           player     = null;
        Camera           playerCam  = null;
        PlayerController playerCont = null;
        TileMeshRefOwner refOwner   = null;
        SceneDoor        targetDoor = null;

        PlayerSpawner.DoSpawnFunc onDoSpawn = null;
        Vector3        spawnDir             = base.transform.forward;
        Vector3        defSpawnPos          = this._fallbackPosition;
        bool           hasFallbackPos       = this._hasFallbackPos;
        string         wantedDoor           = this._correspondingDoor;
        FadeEffectData fadeData             = this._fadeInData ?? this._fadeData;

        OverlayFader.OnStartFunc onStartFade = null;
        OverlayFader.OnDoneFunc  startFadeIn = null;
        startFadeIn = delegate()
        {
            startFadeIn = null;
            if (onStartFade != null)
            {
                if (targetDoor != null)
                {
                    onStartFade(new Vector3?(SceneDoor.WorldToScreen(targetDoor.transform.position)));
                }
                else
                {
                    onStartFade(null);
                }
            }
            if (player != null)
            {
                BC_Collider component = player.GetComponent <BC_Collider>();
                if (component != null)
                {
                    component.enabled = true;
                }
                try
                {
                    RoomSwitchable component2 = player.GetComponent <RoomSwitchable>();
                    if (component2 != null)
                    {
                        component2.SendStartEvent();
                    }
                }
                catch (Exception exception)
                {
                    UnityEngine.Debug.LogException(exception, player);
                }
            }
            if (playerCont != null)
            {
                playerCont.SetEnabled(true);
            }
            SceneDoor.CheckStartIn(player, targetDoor);
        };
        PlayerSpawner.RegisterSpawnListener(delegate(Entity p, GameObject c, PlayerController cont)
        {
            player = p;
            BC_Collider component = p.GetComponent <BC_Collider>();
            if (component != null)
            {
                component.enabled = false;
            }
            playerCont = cont;
            playerCont.SetEnabled(false);
            Camera[] componentsInChildren = c.GetComponentsInChildren <Camera>();
            for (int j = 0; j < componentsInChildren.Length; j++)
            {
                if (componentsInChildren[j].name == "Main Camera")
                {
                    playerCam = componentsInChildren[j];
                }
            }
            onStartFade = OverlayFader.PrepareFadeOut(fadeData, null);
            SceneDoor.CheckAndBuild(player, playerCam, refOwner, startFadeIn);
        });
        PlayerSpawner.RegisterSpawnDelegation(delegate(PlayerSpawner.DoSpawnFunc func, Vector3 pos, Vector3 dir)
        {
            onDoSpawn = func;
            if (!hasFallbackPos)
            {
                defSpawnPos = pos;
            }
        });
        TileMeshRefOwner.RegisterAwakeListener(delegate(TileMeshRefOwner owner)
        {
            refOwner = owner;
            SceneDoor.CheckAndBuild(player, playerCam, refOwner, startFadeIn);
        });
        SceneDoor.RegisterListener(wantedDoor, delegate(SceneDoor door)
        {
            targetDoor          = door;
            targetDoor.coolDown = 1f;

            if (onDoSpawn == null)
            {
                return;
            }
            Vector3 pos = targetDoor.transform.TransformPoint(targetDoor._spawnOffset);
            spawnDir    = -targetDoor.transform.forward;
            PlayerSpawner.DoSpawnFunc doSpawnFunc = onDoSpawn;
            onDoSpawn = (PlayerSpawner.DoSpawnFunc)null;
            doSpawnFunc(pos, spawnDir);
        });
        Stopwatch clock = null;

        LevelLoadListener.RegisterListener(delegate
        {
            if (onDoSpawn != null)
            {
                if (targetDoor == null)
                {
                    UnityEngine.Debug.Log(string.Concat(new object[]
                    {
                        "didn't find ",
                        wantedDoor,
                        ", spawning at default: ",
                        defSpawnPos
                    }));
                }
                else
                {
                    defSpawnPos = targetDoor.transform.TransformPoint(targetDoor._spawnOffset);
                    spawnDir    = -targetDoor.transform.forward;
                }
                PlayerSpawner.DoSpawnFunc doSpawnFunc = onDoSpawn;
                onDoSpawn = (PlayerSpawner.DoSpawnFunc)null;
                doSpawnFunc(defSpawnPos, spawnDir);
            }
            else if (UnityEngine.Object.FindObjectOfType <PlayerSpawner>() == null)
            {
                UnityEngine.Debug.Log("didn't find a spawner in " + Utility.GetCurrentSceneName());
                SceneDoor.ClearListeners();
                PlayerSpawner.ClearListeners();
                if (onStartFade == null)
                {
                    onStartFade = OverlayFader.PrepareFadeOut(fadeData, null);
                }
            }
            else
            {
                UnityEngine.Debug.Log("awaiting spawning in " + Utility.GetCurrentSceneName());
            }
            clock.Stop();
            UnityEngine.Debug.Log(string.Concat(new object[]
            {
                "Loading ",
                this._scene,
                " took ",
                clock.ElapsedMilliseconds,
                " ms"
            }));
            if (UnityEngine.Object.FindObjectOfType <TileMeshRefOwner>() == null && startFadeIn != null)
            {
                startFadeIn();
            }
        });
        int prepareCounter = 0;

        SceneDoor.OnPrepareFunc onPrepareDone = delegate()
        {
            --prepareCounter;
            if (prepareCounter > 0)
            {
                return;
            }
            clock = Stopwatch.StartNew();
            Utility.LoadLevel(this._scene);
        };
        List <SceneDoor.OnPrepareFunc> list = new List <SceneDoor.OnPrepareFunc>();

        if (this._saver != null)
        {
            list.Add(delegate
            {
                this.SaveStartPos(this._saver, wantedDoor, null);
                this._saver.SaveAll(true, delegate(bool success, string msg)
                {
                    if (!success)
                    {
                        UnityEngine.Debug.LogError("Error saving: " + msg);
                    }
                    else
                    {
                        UnityEngine.Debug.Log("Game saved");
                    }
                    onPrepareDone();
                });
            });
        }
        prepareCounter = list.Count;
        if (prepareCounter == 0)
        {
            onPrepareDone();
            return;
        }
        for (int i = 0; i < list.Count; i++)
        {
            list[i]();
        }

        // Invoke custom event
        EventListener.SceneUnload();
    }