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Diffstat (limited to 'Thronefall_v1.0/Decompile/PlayerScept.cs')
-rw-r--r--Thronefall_v1.0/Decompile/PlayerScept.cs85
1 files changed, 85 insertions, 0 deletions
diff --git a/Thronefall_v1.0/Decompile/PlayerScept.cs b/Thronefall_v1.0/Decompile/PlayerScept.cs
new file mode 100644
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+++ b/Thronefall_v1.0/Decompile/PlayerScept.cs
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+using System.Collections;
+using Rewired;
+using UnityEngine;
+
+public class PlayerScept : MonoBehaviour, DayNightCycle.IDaytimeSensitive
+{
+ public GameObject loadoutParent;
+
+ public Transform scept;
+
+ public Transform scepterInteractionTarget;
+
+ public AnimationCurve inCurve;
+
+ public AnimationCurve outCurve;
+
+ public float inTime = 0.2f;
+
+ public float outTime = 0.4f;
+
+ private Player input;
+
+ private Vector3 initPos;
+
+ private void Start()
+ {
+ DayNightCycle.Instance.RegisterDaytimeSensitiveObject(this);
+ input = ReInput.players.GetPlayer(0);
+ initPos = scept.localPosition;
+ }
+
+ private void Update()
+ {
+ if (input.GetButtonDown("Interact"))
+ {
+ StopAllCoroutines();
+ StartCoroutine(AnimationIn());
+ }
+ if (input.GetButtonUp("Interact"))
+ {
+ StopAllCoroutines();
+ StartCoroutine(AnimationOut());
+ }
+ }
+
+ private IEnumerator AnimationIn()
+ {
+ float timer = 0f;
+ Vector3 startPos = scept.localPosition;
+ while (timer < inTime)
+ {
+ timer += Time.deltaTime;
+ scept.localPosition = Vector3.Lerp(startPos, scepterInteractionTarget.localPosition, inCurve.Evaluate(Mathf.InverseLerp(0f, inTime, timer)));
+ yield return null;
+ }
+ scept.localPosition = scepterInteractionTarget.localPosition;
+ }
+
+ private IEnumerator AnimationOut()
+ {
+ float timer = 0f;
+ _ = scept.localPosition;
+ while (timer < outTime)
+ {
+ timer += Time.deltaTime;
+ scept.localPosition = Vector3.Lerp(scept.localPosition, initPos, outCurve.Evaluate(Mathf.InverseLerp(0f, outTime, timer)));
+ yield return null;
+ }
+ scept.localPosition = initPos;
+ }
+
+ public void OnDawn_AfterSunrise()
+ {
+ loadoutParent.SetActive(value: true);
+ }
+
+ public void OnDawn_BeforeSunrise()
+ {
+ }
+
+ public void OnDusk()
+ {
+ loadoutParent.SetActive(value: false);
+ }
+}