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using System;
using System.Linq;
using UnityEngine;
public class ProgressTracker : MonoBehaviour
{
public MeshRenderer TileParent;
private float curValue;
public void Start()
{
this.TileParent.material.SetFloat("_Buckets", 1f);
this.TileParent.material.SetFloat("_FullBuckets", 0f);
}
public void FixedUpdate()
{
if (PlayerTask.PlayerHasHudTask(PlayerControl.LocalPlayer))
{
this.TileParent.enabled = false;
return;
}
if (!this.TileParent.enabled)
{
this.TileParent.enabled = true;
}
GameData instance = GameData.Instance;
if (instance && instance.TotalTasks > 0)
{
int num = DestroyableSingleton<TutorialManager>.InstanceExists ? 1 : (instance.AllPlayers.Count - PlayerControl.GameOptions.NumImpostors);
num -= instance.AllPlayers.Count((GameData.PlayerInfo p) => p.Disconnected);
float b = (float)instance.CompletedTasks / (float)instance.TotalTasks * (float)num;
this.curValue = Mathf.Lerp(this.curValue, b, Time.fixedDeltaTime * 2f);
this.TileParent.material.SetFloat("_Buckets", (float)num);
this.TileParent.material.SetFloat("_FullBuckets", this.curValue);
}
}
}
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