diff options
Diffstat (limited to 'Client/Assembly-CSharp/ReactorShipRoom.cs')
-rw-r--r-- | Client/Assembly-CSharp/ReactorShipRoom.cs | 74 |
1 files changed, 74 insertions, 0 deletions
diff --git a/Client/Assembly-CSharp/ReactorShipRoom.cs b/Client/Assembly-CSharp/ReactorShipRoom.cs new file mode 100644 index 0000000..c1975c7 --- /dev/null +++ b/Client/Assembly-CSharp/ReactorShipRoom.cs @@ -0,0 +1,74 @@ +using System; +using PowerTools; +using UnityEngine; + +public class ReactorShipRoom : ShipRoom +{ + public Sprite normalManifolds; + + public Sprite meltdownManifolds; + + public SpriteRenderer Manifolds; + + public AnimationClip normalReactor; + + public AnimationClip meltdownReactor; + + public SpriteAnim Reactor; + + public AnimationClip normalHighFloor; + + public AnimationClip meltdownHighFloor; + + public SpriteAnim HighFloor; + + public AnimationClip normalMidFloor; + + public AnimationClip meltdownMidFloor; + + public SpriteAnim MidFloor1; + + public SpriteAnim MidFloor2; + + public AnimationClip normalLowFloor; + + public AnimationClip meltdownLowFloor; + + public SpriteAnim LowFloor; + + public AnimationClip[] normalPipes; + + public AnimationClip[] meltdownPipes; + + public SpriteAnim[] Pipes; + + public void StartMeltdown() + { + DestroyableSingleton<HudManager>.Instance.StartReactorFlash(); + this.Manifolds.sprite = this.meltdownManifolds; + this.Reactor.Play(this.meltdownReactor, 1f); + this.HighFloor.Play(this.meltdownHighFloor, 1f); + this.MidFloor1.Play(this.meltdownMidFloor, 1f); + this.MidFloor2.Play(this.meltdownMidFloor, 1f); + this.LowFloor.Play(this.meltdownLowFloor, 1f); + for (int i = 0; i < this.Pipes.Length; i++) + { + this.Pipes[i].Play(this.meltdownPipes[i], 1f); + } + } + + public void StopMeltdown() + { + DestroyableSingleton<HudManager>.Instance.StopReactorFlash(); + this.Manifolds.sprite = this.normalManifolds; + this.Reactor.Play(this.normalReactor, 1f); + this.HighFloor.Play(this.normalHighFloor, 1f); + this.MidFloor1.Play(this.normalMidFloor, 1f); + this.MidFloor2.Play(this.normalMidFloor, 1f); + this.LowFloor.Play(this.normalLowFloor, 1f); + for (int i = 0; i < this.Pipes.Length; i++) + { + this.Pipes[i].Play(this.normalPipes[i], 1f); + } + } +} |