コード例 #1
0
ファイル: Coroutine.cs プロジェクト: vaio2005/Town-Of-Us
        public static IEnumerator CleanCoroutine(DeadBody body)
        {
            KillButtonTarget.SetTarget(DestroyableSingleton <HudManager> .Instance.KillButton, null);
            PerformKillButton.LastCleaned = DateTime.UtcNow;
            var renderer   = body.GetComponent <SpriteRenderer>();
            var backColour = renderer.material.GetColor(BackColor);
            var bodyColour = renderer.material.GetColor(BodyColor);
            var newColour  = new Color(1f, 1f, 1f, 0f);

            for (var i = 0; i < 60; i++)
            {
                if (body == null)
                {
                    yield break;
                }
                renderer.color = Color.Lerp(backColour, newColour, i / 60f);
                renderer.color = Color.Lerp(bodyColour, newColour, i / 60f);
                yield return(null);
            }
            UnityEngine.Object.Destroy(body.gameObject);
        }
コード例 #2
0
        public static void Postfix(PlayerControl __instance)
        {
            if (PlayerControl.AllPlayerControls.Count <= 1)
            {
                return;
            }
            if (PlayerControl.LocalPlayer == null)
            {
                return;
            }
            if (PlayerControl.LocalPlayer.Data == null)
            {
                return;
            }
            if (!__instance.AmOwner)
            {
                return;
            }
            if (!PlayerControl.LocalPlayer.isJanitor())
            {
                return;
            }
            var data         = __instance.Data;
            var isDead       = data.IsDead;
            var truePosition = __instance.GetTruePosition();
            var maxDistance  = GameOptionsData.KillDistances[PlayerControl.GameOptions.KillDistance];
            var flag         = (PlayerControl.GameOptions.GhostsDoTasks || !data.IsDead) &&
                               (!AmongUsClient.Instance || !AmongUsClient.Instance.IsGameOver) && __instance.CanMove;
            var allocs = Physics2D.OverlapCircleAll(truePosition, maxDistance,
                                                    Constants.PlayersOnlyMask);
            var killButton = DestroyableSingleton <HudManager> .Instance.KillButton;

            closestBody     = null;
            closestDistance = float.MaxValue;

            foreach (var collider2D in allocs)
            {
                if (!flag || isDead || collider2D.tag != "DeadBody")
                {
                    continue;
                }
                var component = collider2D.GetComponent <DeadBody>();
                if (!(Vector2.Distance(truePosition, component.TruePosition) <=
                      maxDistance) || PhysicsHelpers.Method_2(truePosition,
                                                              component.TruePosition, Constants.ShipAndObjectsMask, false))
                {
                    continue;
                }

                var distance = Vector2.Distance(truePosition, component.TruePosition);
                if (!(distance < closestDistance))
                {
                    continue;
                }
                closestBody     = component;
                closestDistance = distance;
            }
            KillButtonTarget.SetTarget(killButton, closestBody);

            if (isDead)
            {
                killButton.gameObject.SetActive(false);
                killButton.isActive = false;
            }
            else
            {
                killButton.gameObject.SetActive(true);
                killButton.isActive = true;
                killButton.SetCoolDown(PerformKillButton.JanitorTimer(), CustomGameOptions.JanitorCleanCd);
            }
        }