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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);
}
}
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