2021-05-18 00:37:20 +02:00
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using System;
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using System.Collections;
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using Cinemachine;
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using DG.Tweening;
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using Google.Apis.Util;
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using UnityEngine;
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2021-05-18 14:24:25 +02:00
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using UnityEngine.Diagnostics;
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using UnityEngine.Events;
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2021-05-18 00:37:20 +02:00
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using UnityEngine.InputSystem;
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public class BazFinalSequence : MonoBehaviour
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{
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[Serializable]
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private struct Baz
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{
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public Door door;
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public Animator anim;
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public float pauseTime;
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public float scaleFactor;
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public GameObject graphics;
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public Transform scaleTarget;
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public float hoverHeight;
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}
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[Serializable]
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private struct Flickers
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{
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public float intensity;
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public float period;
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}
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[SerializeField] private GameObject _player;
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[SerializeField] private CinemachineFreeLook _camera;
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[SerializeField] private Baz _baz;
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[SerializeField] private GameObject _statue;
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[SerializeField] private Flickers _flickers;
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[SerializeField]
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private BoxCollider _endDialogue;
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private WaitForSeconds _bazPauseForEffect;
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private WaitForSeconds _bazWalk;
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2021-05-18 14:24:25 +02:00
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private bool _finished = false;
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[SerializeField]
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private UnityEvent _finishEvent;
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[SerializeField]
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private BoxCollider _finishDialogue;
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private void Awake()
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{
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_bazPauseForEffect = new WaitForSeconds(_baz.pauseTime);
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_bazWalk = new WaitForSeconds(_baz.door.AnimTime);
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}
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public void Trigger()
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{
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StartCoroutine(BazCR());
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}
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public void FinishOff()
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{
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_finished = true;
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}
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public void CrashGame()
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{
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Utils.ForceCrash( ForcedCrashCategory.AccessViolation );
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}
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private IEnumerator BazCR()
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{
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// TODO: disable player movement/abilities
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var input = _player.GetComponent<PlayerInput>();
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input.enabled = false;
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// _camera.LookAt = _baz.scaleTarget;
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// _camera.Follow = _baz.scaleTarget;
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var elapsed = 0f;
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while (elapsed < _flickers.period)
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{
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elapsed += Time.deltaTime;
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var t = Time.time * _flickers.intensity;
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var p = Mathf.PerlinNoise(t, Mathf.Sin(t));
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_statue.SetActive(p > elapsed/_flickers.period);
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_baz.graphics.SetActive(!_statue.activeSelf);
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yield return null;
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}
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// there is no xandar only baz
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_statue.SetActive(false);
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_baz.graphics.SetActive(true);
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// wait a couple of moments
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yield return _bazPauseForEffect;
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// baz float-walks to the player
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_baz.door.Open();
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_baz.anim.SetBool("moving", true);
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var ogScale = _baz.scaleTarget.localScale;
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_baz.scaleTarget.DOScale(ogScale * _baz.scaleFactor, _baz.door.AnimTime);
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yield return _bazWalk;
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_baz.anim.SetBool("moving", false);
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var pos = _baz.scaleTarget.position;
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var playerPos = _player.transform.position;
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pos.y = playerPos.y + _baz.hoverHeight;
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_baz.scaleTarget.position = pos;
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_baz.scaleTarget.LookAt(playerPos + _baz.hoverHeight * Vector3.up);
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// roll credits!
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yield return new WaitForSecondsRealtime( 1f );
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_endDialogue.enabled = true;
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while ( !_finished )
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{
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yield return null;
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}
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_finishEvent.Invoke();
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yield return new WaitForSecondsRealtime( 1f );
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_finishDialogue.enabled = true;
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2021-05-18 00:37:20 +02:00
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}
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}
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