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Diffstat (limited to 'Thronefall_v1.0/Decompile/LaunchableDefenseMechanismInteractor.cs')
-rw-r--r--Thronefall_v1.0/Decompile/LaunchableDefenseMechanismInteractor.cs83
1 files changed, 83 insertions, 0 deletions
diff --git a/Thronefall_v1.0/Decompile/LaunchableDefenseMechanismInteractor.cs b/Thronefall_v1.0/Decompile/LaunchableDefenseMechanismInteractor.cs
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index 0000000..c408385
--- /dev/null
+++ b/Thronefall_v1.0/Decompile/LaunchableDefenseMechanismInteractor.cs
@@ -0,0 +1,83 @@
+using UnityEngine;
+
+public class LaunchableDefenseMechanismInteractor : InteractorBase, DayNightCycle.IDaytimeSensitive
+{
+ public GameObject focusIndicator;
+
+ public LaunchableProjectile projectilePrefab;
+
+ public Transform projectileSpawn;
+
+ public bool autoReloadOnDawn = true;
+
+ private LaunchableProjectile currentProjectile;
+
+ private void Start()
+ {
+ DayNightCycle.Instance.RegisterDaytimeSensitiveObject(this);
+ Reload();
+ if (DayNightCycle.Instance.CurrentTimestate == DayNightCycle.Timestate.Day)
+ {
+ base.gameObject.SetActive(value: false);
+ }
+ }
+
+ public override void Focus(PlayerInteraction player)
+ {
+ if ((bool)currentProjectile)
+ {
+ focusIndicator.SetActive(value: true);
+ }
+ }
+
+ public override void InteractionBegin(PlayerInteraction player)
+ {
+ if ((bool)currentProjectile)
+ {
+ currentProjectile.Launch();
+ currentProjectile.transform.parent = null;
+ currentProjectile = null;
+ Unfocus(player);
+ }
+ }
+
+ public void OnDawn_AfterSunrise()
+ {
+ base.gameObject.SetActive(value: false);
+ if (autoReloadOnDawn)
+ {
+ Reload();
+ }
+ }
+
+ public void OnDawn_BeforeSunrise()
+ {
+ }
+
+ public void OnDusk()
+ {
+ base.gameObject.SetActive(value: true);
+ }
+
+ public override void Unfocus(PlayerInteraction player)
+ {
+ focusIndicator.SetActive(value: false);
+ }
+
+ public void Reload()
+ {
+ if (!currentProjectile)
+ {
+ currentProjectile = Object.Instantiate(projectilePrefab, projectileSpawn.transform.position, projectileSpawn.transform.rotation, base.transform.parent);
+ }
+ }
+
+ private void OnDrawGizmos()
+ {
+ Gizmos.color = Color.black;
+ Gizmos.DrawWireMesh(projectilePrefab.GetComponentInChildren<MeshFilter>().sharedMesh, 0, projectileSpawn.position, projectileSpawn.rotation, projectilePrefab.transform.localScale);
+ Gizmos.color = Color.magenta;
+ Gizmos.DrawLine(projectileSpawn.position, projectileSpawn.position + projectileSpawn.forward * 15f);
+ Gizmos.DrawWireSphere(projectileSpawn.position + projectileSpawn.forward * 15f, 0.3f);
+ }
+}