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using System;
using UnityEngine;
public class KillButtonManager : MonoBehaviour
{
public PlayerControl CurrentTarget;
public SpriteRenderer renderer;
public TextRenderer TimerText;
public bool isCoolingDown = true;
public bool isActive;
private Vector2 uv;
public void Start()
{
this.renderer.SetCooldownNormalizedUvs();
this.SetTarget(null);
}
public void PerformKill()
{
if (base.isActiveAndEnabled && this.CurrentTarget && !this.isCoolingDown && !PlayerControl.LocalPlayer.Data.IsDead && PlayerControl.LocalPlayer.CanMove)
{
PlayerControl.LocalPlayer.RpcMurderPlayer(this.CurrentTarget);
this.SetTarget(null);
}
}
public void SetTarget(PlayerControl target)
{
if (this.CurrentTarget && this.CurrentTarget != target)
{
this.CurrentTarget.GetComponent<SpriteRenderer>().material.SetFloat("_Outline", 0f);
}
this.CurrentTarget = target;
if (this.CurrentTarget)
{
SpriteRenderer component = this.CurrentTarget.GetComponent<SpriteRenderer>();
component.material.SetFloat("_Outline", (float)(this.isActive ? 1 : 0));
component.material.SetColor("_OutlineColor", Color.red);
this.renderer.color = Palette.EnabledColor;
this.renderer.material.SetFloat("_Desat", 0f);
return;
}
this.renderer.color = Palette.DisabledColor;
this.renderer.material.SetFloat("_Desat", 1f);
}
public void SetCoolDown(float timer, float maxTimer)
{
float num = Mathf.Clamp(timer / maxTimer, 0f, 1f);
if (this.renderer)
{
this.renderer.material.SetFloat("_Percent", num);
}
this.isCoolingDown = (num > 0f);
if (this.isCoolingDown)
{
this.TimerText.Text = Mathf.CeilToInt(timer).ToString();
this.TimerText.gameObject.SetActive(true);
return;
}
this.TimerText.gameObject.SetActive(false);
}
}
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