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GhirdLightsOutController.cs
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GhirdLightsOutController.cs
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using System;
using UnityEngine;
namespace BandTogether;
public class GhirdLightsOutController : MonoBehaviour
{
[SerializeField] GameObject[] propGhirds;
[SerializeField] GhostBrain[] chaseGhirds;
[SerializeField] GameObject lightsParent;
bool lightsOut = false;
private void Update()
{
if (lightsOut && PlayerData.GetPersistentCondition("BT_FINISH_STEAL_QUEST"))
{
lightsOut = false;
LightsOn();
}
if (lightsOut || PlayerData.GetPersistentCondition("BT_FINISH_STEAL_QUEST")) return;
if (PlayerData.GetPersistentCondition("BT_START_STEAL_QUEST"))
{
lightsOut = true;
LightsOut();
}
}
public void InitializeGhirds()
{
foreach (GameObject propGhird in propGhirds)
{
propGhird.SetActive(true);
}
ModMain.Instance.ModHelper.Events.Unity.FireOnNextUpdate(() =>
{
foreach (GhostBrain ghostBrain in chaseGhirds)
{
ghostBrain.gameObject.SetActive(false);
}
if (PlayerData.GetPersistentCondition("BT_START_STEAL_QUEST") && !PlayerData.GetPersistentCondition("BT_FINISH_STEAL_QUEST"))
{
lightsOut = true;
LightsOut();
}
});
}
public void LightsOut()
{
ReferenceLocator.GetShrubSocketThrone().EnableInteraction(true);
foreach (Light light in lightsParent.GetComponentsInChildren<Light>())
{
light.enabled = false;
}
foreach (OWEmissiveRenderer renderer in lightsParent.GetComponentsInChildren<OWEmissiveRenderer>())
{
renderer.SetEmissiveScale(0f);
}
foreach (GameObject propGhird in propGhirds)
{
propGhird.SetActive(false);
}
foreach (GhostBrain ghostBrain in chaseGhirds)
{
ghostBrain.gameObject.SetActive(true);
ModMain.Instance.ModHelper.Events.Unity.FireOnNextUpdate(() =>
{
ghostBrain.enabled = true;
ghostBrain.OnEnterDreamWorld();
ghostBrain.EscalateThreatAwareness(GhostData.ThreatAwareness.SomeoneIsInHere);
});
}
}
public void LightsOn()
{
foreach (Light light in lightsParent.GetComponentsInChildren<Light>())
{
light.enabled = true;
}
foreach (OWEmissiveRenderer renderer in lightsParent.GetComponentsInChildren<OWEmissiveRenderer>())
{
renderer.SetEmissiveScale(1f);
}
foreach (GameObject propGhird in propGhirds)
{
propGhird.SetActive(true);
}
foreach (GhostBrain ghostBrain in chaseGhirds)
{
ghostBrain.gameObject.SetActive(false);
}
}
}