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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<LineRenderer>();
this.RightWires = this.RightWireParent.GetComponentsInChildren<LineRenderer>();
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);
}
}
}
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