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using System;
using System.Linq;
using UnityEngine;
public class MapCountOverlay : MonoBehaviour
{
public AlphaPulse BackgroundColor;
public TextRenderer SabotageText;
public CounterArea[] CountAreas;
private Collider2D[] buffer = new Collider2D[20];
private ContactFilter2D filter;
private float timer;
private bool isSab;
public void Awake()
{
this.filter.useLayerMask = true;
this.filter.layerMask = Constants.PlayersOnlyMask;
this.filter.useTriggers = true;
}
public void OnEnable()
{
this.BackgroundColor.SetColor(PlayerTask.PlayerHasHudTask(PlayerControl.LocalPlayer) ? Palette.DisabledGrey : Color.green);
this.timer = 1f;
}
public void OnDisable()
{
for (int i = 0; i < this.CountAreas.Length; i++)
{
this.CountAreas[i].UpdateCount(0);
}
}
public void Update()
{
this.timer += Time.deltaTime;
if (this.timer < 0.1f)
{
return;
}
this.timer = 0f;
if (!this.isSab && PlayerTask.PlayerHasHudTask(PlayerControl.LocalPlayer))
{
this.isSab = true;
this.BackgroundColor.SetColor(Palette.DisabledGrey);
this.SabotageText.gameObject.SetActive(true);
return;
}
if (this.isSab && !PlayerTask.PlayerHasHudTask(PlayerControl.LocalPlayer))
{
this.isSab = false;
this.BackgroundColor.SetColor(Color.green);
this.SabotageText.gameObject.SetActive(false);
}
for (int i = 0; i < this.CountAreas.Length; i++)
{
CounterArea area = this.CountAreas[i];
if (!PlayerTask.PlayerHasHudTask(PlayerControl.LocalPlayer))
{
int num = ShipStatus.Instance.AllRooms.First((ShipRoom r) => r.RoomId == area.RoomType).roomArea.OverlapCollider(this.filter, this.buffer);
int num2 = num;
for (int j = 0; j < num; j++)
{
Collider2D collider2D = this.buffer[j];
if (!(collider2D.tag == "DeadBody"))
{
PlayerControl component = collider2D.GetComponent<PlayerControl>();
if (!component || component.Data == null || component.Data.Disconnected || component.Data.IsDead)
{
num2--;
}
}
}
area.UpdateCount(num2);
}
else
{
area.UpdateCount(0);
}
}
}
}
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