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using System;
using System.Linq;
using Hazel;
//c 管理场景中的门,同步门的开启状态
public class DoorsSystemType : ISystemType, IActivatable
{
public bool IsActive
{
get
{
return this.doors.Any((AutoOpenDoor b) => !b.Open);
}
}
private AutoOpenDoor[] doors; // 场景所有的门
private uint dirtyBits;
public void SetDoors(AutoOpenDoor[] doors)
{
this.doors = doors;
}
public bool Detoriorate(float deltaTime)
{
if (this.doors == null)
{
return false;
}
for (int i = 0; i < this.doors.Length; i++)
{
if (this.doors[i].DoUpdate(deltaTime))
{
this.dirtyBits |= 1U << i;
}
}
return this.dirtyBits > 0U;
}
public void RepairDamage(PlayerControl player, byte amount)
{
}
//c 同步场景中所有门的开启状态
public void Serialize(MessageWriter writer, bool initialState)
{
if (initialState)
{
for (int i = 0; i < this.doors.Length; i++)
{
this.doors[i].Serialize(writer);
}
return;
}
writer.WritePacked(this.dirtyBits);
for (int j = 0; j < this.doors.Length; j++)
{
if ((this.dirtyBits & 1U << j) != 0U)
{
this.doors[j].Serialize(writer);
}
}
this.dirtyBits = 0U;
}
public void Deserialize(MessageReader reader, bool initialState)
{
if (initialState)
{
for (int i = 0; i < this.doors.Length; i++)
{
this.doors[i].Deserialize(reader);
}
return;
}
uint num = reader.ReadPackedUInt32();
for (int j = 0; j < this.doors.Length; j++)
{
if ((num & 1U << j) != 0U)
{
this.doors[j].Deserialize(reader);
}
}
}
public void SetDoor(AutoOpenDoor door, bool open)
{
door.SetDoorway(open);
this.dirtyBits |= 1U << this.doors.IndexOf(door);
}
public void CloseDoorsOfType(SystemTypes room)
{
for (int i = 0; i < this.doors.Length; i++)
{
AutoOpenDoor autoOpenDoor = this.doors[i];
if (autoOpenDoor.Room == room)
{
autoOpenDoor.SetDoorway(false);
this.dirtyBits |= 1U << i;
}
}
}
public float GetTimer(SystemTypes room)
{
for (int i = 0; i < this.doors.Length; i++)
{
AutoOpenDoor autoOpenDoor = this.doors[i];
if (autoOpenDoor.Room == room)
{
return autoOpenDoor.CooldownTimer;
}
}
return 0f;
}
}
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