using System; using UnityEngine; using UnityEngine.Networking; namespace RoR2; public class MeteorController : NetworkBehaviour { public GameObject meteorTest1; public GameObject meteorTest2; public GameObject meteorTest3; private ParticleSystem meteorTest1ps; private ParticleSystem meteorTest2ps; private ParticleSystem meteorTest3ps; public ShakeEmitter shakeEmitter; private bool meteorTimerOn; private float meteorTimer; private float meteorDuration = 30f; private void Awake() { meteorTest1ps = meteorTest1.GetComponent(); meteorTest2ps = meteorTest2.GetComponent(); meteorTest3ps = meteorTest3.GetComponent(); meteorTest1.SetActive(value: false); meteorTest2.SetActive(value: false); meteorTest3.SetActive(value: false); } private void Start() { } private void ActivateMeteors(bool value) { meteorTest1.SetActive(value); meteorTest2.SetActive(value); meteorTest3.SetActive(value); } private void Update() { if ((double)Run.instance.GetRunStopwatch() - Math.Floor(Run.instance.GetRunStopwatch() * (1f / 60f)) * 60.0 <= 0.1 && !meteorTimerOn) { meteorTimerOn = true; ActivateMeteors(value: true); } if (meteorTimerOn) { meteorTimer += Time.fixedDeltaTime; } if (meteorTimer >= meteorDuration) { meteorTimerOn = false; meteorTimer = 0f; ActivateMeteors(value: false); } } private void UNetVersion() { } public override bool OnSerialize(NetworkWriter writer, bool forceAll) { bool result = default(bool); return result; } public override void OnDeserialize(NetworkReader reader, bool initialState) { } public override void PreStartClient() { } }