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59 lines
1.3 KiB
C#
59 lines
1.3 KiB
C#
using D2D;
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using D2D.Utilities;
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using DG.Tweening;
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using System;
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using UnityEngine;
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using static D2D.Utilities.CommonGameplayFacade;
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public class NeutralMember : Unit
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{
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[SerializeField] private SexyOverlap neutralOverlap;
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[SerializeField] private LayerMask playerLayer;
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[SerializeField] private SkinnedMeshRenderer meshRenderer;
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public Action OnDespawn;
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private Color activeColor;
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private Color deactivatedColor = Color.white;
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private void Awake()
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{
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activeColor = meshRenderer.material.color;
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meshRenderer.material.DOColor(deactivatedColor, 0);
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}
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private void Update()
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{
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if (neutralOverlap.HasTouch && neutralOverlap.Touched.gameObject != this)
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{
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AddNeutralToSquad();
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enabled = false;
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neutralOverlap.gameObject.SetActive(false);
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Despawn();
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}
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if (Vector3.Distance(transform.position, _formation.transform.position) > _gameData.neutralDespawnDistance)
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{
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Despawn();
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Destroy(gameObject);
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}
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}
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private void AddNeutralToSquad()
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{
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_squad.AddMember(Get<SquadMember>());
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gameObject.SetLayerRecursively(playerLayer.ToLayer());
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meshRenderer.material.DOColor(activeColor, .5f);
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}
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private void Despawn()
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{
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OnDespawn?.Invoke();
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}
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} |