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BrokenSatelliteNode.cs
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BrokenSatelliteNode.cs
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using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using System.Threading.Tasks;
using UnityEngine;
namespace Axiom
{
public class BrokenSatelliteNode : MonoBehaviour
{
public delegate void RepairEvent(BrokenSatelliteNode satelliteNode);
[SerializeField]
public Material _repairedMaterial;
[SerializeField]
public BrokenSatelliteNodeRepairVolume _repairVolume;
public event RepairEvent OnRepaired;
private ReferenceFrameVolume _rfVolume;
[SerializeField]
private ParticleSystem _particleSystem;
[SerializeField]
private Light _light;
[SerializeField]
private MeshRenderer _materialRenderer;
private bool _damaged;
public bool isDamaged => _damaged;
public void Awake()
{
_damaged = true;
_rfVolume = GetComponentInChildren<ReferenceFrameVolume>();
_repairVolume.OnCompleteRepair += OnCompleteRepair;
}
private void OnDestroy()
{
_repairVolume.OnCompleteRepair -= OnCompleteRepair;
}
private void OnCompleteRepair(BrokenSatelliteNodeRepairVolume repairVolume)
{
_damaged = false;
ReferenceFrameTracker rfTracker = Locator.GetPlayerTransform().GetComponent<ReferenceFrameTracker>();
if (rfTracker.GetReferenceFrame() == _rfVolume.GetReferenceFrame())
{
rfTracker.UntargetReferenceFrame();
}
if (_rfVolume != null)
{
_rfVolume.gameObject.SetActive(value: false);
}
if (_particleSystem != null)
{
_particleSystem.gameObject.SetActive(value: false);
}
repairVolume.Deactivate();
if (_light != null)
{
_light.color = Color.green;
_light.gameObject.name = "GreenLight";
}
if (_materialRenderer != null && _repairedMaterial != null)
{
_materialRenderer.sharedMaterial = _repairedMaterial;
}
if (OnRepaired != null) OnRepaired(this);
}
}
}