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using System;
using UnityEngine;
public class MapRoom : MonoBehaviour
{
public InfectedOverlay Parent { get; set; }
public SystemTypes room;
public SpriteRenderer door;
public SpriteRenderer special;
public void Start()
{
if (this.door)
{
this.door.SetCooldownNormalizedUvs();
}
if (this.special)
{
this.special.SetCooldownNormalizedUvs();
}
}
public void OOBUpdate()
{
if (this.door && ShipStatus.Instance)
{
float timer = ((DoorsSystemType)ShipStatus.Instance.Systems[SystemTypes.Doors]).GetTimer(this.room);
float value = this.Parent.CanUseDoors ? (timer / 30f) : 1f;
this.door.material.SetFloat("_Percent", value);
}
}
internal void SetSpecialActive(float perc)
{
if (this.special)
{
this.special.material.SetFloat("_Percent", perc);
}
}
public void SabotageReactor()
{
if (!this.Parent.CanUseSpecial)
{
return;
}
ShipStatus.Instance.RpcRepairSystem(SystemTypes.Sabotage, 3);
}
public void SabotageComms()
{
if (!this.Parent.CanUseSpecial)
{
return;
}
ShipStatus.Instance.RpcRepairSystem(SystemTypes.Sabotage, 14);
}
public void SabotageOxygen()
{
if (!this.Parent.CanUseSpecial)
{
return;
}
ShipStatus.Instance.RpcRepairSystem(SystemTypes.Sabotage, 8);
}
public void SabotageLights()
{
if (!this.Parent.CanUseSpecial)
{
return;
}
ShipStatus.Instance.RpcRepairSystem(SystemTypes.Sabotage, 7);
}
public void SabotageDoors()
{
if (!this.Parent.CanUseDoors)
{
return;
}
if (((DoorsSystemType)ShipStatus.Instance.Systems[SystemTypes.Doors]).GetTimer(this.room) > 0f)
{
return;
}
ShipStatus.Instance.RpcCloseDoorsOfType(this.room);
}
}
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