using System; using System.Collections; using UnityEngine; public class AcceptDivertPowerGame : Minigame { private LineRenderer[] LeftWires; private LineRenderer[] RightWires; public GameObject RightWireParent; public GameObject LeftWireParent; public SpriteRenderer Switch; public AudioClip SwitchSound; private bool done; public void Start() { this.LeftWires = this.LeftWireParent.GetComponentsInChildren(); this.RightWires = this.RightWireParent.GetComponentsInChildren(); for (int i = 0; i < this.LeftWires.Length; i++) { this.LeftWires[i].material.SetColor("_Color", Color.yellow); } } public void DoSwitch() { if (this.done) { return; } this.done = true; if (Constants.ShouldPlaySfx()) { SoundManager.Instance.PlaySound(this.SwitchSound, false, 1f); } base.StartCoroutine(this.CoDoSwitch()); } private IEnumerator CoDoSwitch() { yield return new WaitForLerp(0.25f, delegate(float t) { this.Switch.transform.localEulerAngles = new Vector3(0f, 0f, Mathf.Lerp(0f, 90f, t)); }); this.LeftWires[0].SetPosition(1, new Vector3(1.265f, 0f, 0f)); for (int i = 0; i < this.RightWires.Length; i++) { this.RightWires[i].enabled = true; this.RightWires[i].material.SetColor("_Color", Color.yellow); } for (int j = 0; j < this.LeftWires.Length; j++) { this.LeftWires[j].material.SetColor("_Color", Color.yellow); } if (this.MyNormTask) { this.MyNormTask.NextStep(); } base.StartCoroutine(base.CoStartClose(0.75f)); yield break; } public void Update() { for (int i = 0; i < this.LeftWires.Length; i++) { Vector2 textureOffset = this.LeftWires[i].material.GetTextureOffset("_MainTex"); textureOffset.x -= Time.fixedDeltaTime * 3f; this.LeftWires[i].material.SetTextureOffset("_MainTex", textureOffset); } for (int j = 0; j < this.RightWires.Length; j++) { Vector2 textureOffset2 = this.RightWires[j].material.GetTextureOffset("_MainTex"); textureOffset2.x += Time.fixedDeltaTime * 3f; this.RightWires[j].material.SetTextureOffset("_MainTex", textureOffset2); } } }