r2mods/ilspy_dump/ror2_csproj/RoR2.UI/InfiniteTowerTimeCounter.cs

122 lines
3.0 KiB
C#

using RoR2.Audio;
using UnityEngine;
using UnityEngine.UI;
namespace RoR2.UI;
public class InfiniteTowerTimeCounter : MonoBehaviour
{
[Tooltip("The root we're toggling")]
[SerializeField]
private GameObject rootObject;
[Tooltip("The timer we're setting")]
[SerializeField]
private TimerText timerText;
[SerializeField]
private Animator animator;
[SerializeField]
private Image barImage;
[Tooltip("The sound we loop while the timer is active")]
[SerializeField]
private LoopSoundDef timerLoop;
[Tooltip("The sound we play on each second above criticalSecondsThreshold")]
[SerializeField]
private string onSecondRegularSound;
[Tooltip("The sound we play on each second below criticalSecondsThreshold")]
[SerializeField]
private string onSecondCriticalSound;
[Tooltip("Below this number of seconds remaining, we are 'critical'")]
[SerializeField]
private float criticalSecondsThreshold;
private InfiniteTowerWaveController waveController;
private bool wasTimerActive;
private LoopSoundManager.SoundLoopPtr loopPtr;
private void OnEnable()
{
InfiniteTowerRun infiniteTowerRun = Run.instance as InfiniteTowerRun;
if ((bool)infiniteTowerRun)
{
waveController = infiniteTowerRun.waveController;
}
}
private void OnDisable()
{
LoopSoundManager.StopSoundLoopLocal(loopPtr);
}
private void Update()
{
if ((bool)waveController)
{
bool flag = waveController.secondsRemaining <= 0f;
bool flag2 = waveController.isTimerActive;
InfiniteTowerRun infiniteTowerRun = Run.instance as InfiniteTowerRun;
if ((bool)infiniteTowerRun && infiniteTowerRun.IsStageTransitionWave())
{
flag2 = false;
}
if (flag && loopPtr.isValid)
{
LoopSoundManager.StopSoundLoopLocal(loopPtr);
}
rootObject.SetActive(flag2 && !flag);
if ((bool)animator && !wasTimerActive && flag2)
{
int layerIndex = animator.GetLayerIndex("Base");
animator.Play("Idle", layerIndex);
animator.Update(0f);
animator.Play("Finish", layerIndex);
}
wasTimerActive = flag2;
if (flag2)
{
if ((bool)timerText)
{
if ((bool)timerLoop && !loopPtr.isValid && waveController.secondsRemaining > 0f)
{
loopPtr = LoopSoundManager.PlaySoundLoopLocal(base.gameObject, timerLoop);
}
int num = Mathf.FloorToInt((float)timerText.seconds);
int num2 = Mathf.FloorToInt(waveController.secondsRemaining);
if (num != num2)
{
if (waveController.secondsRemaining < criticalSecondsThreshold)
{
Util.PlaySound(onSecondRegularSound, RoR2Application.instance.gameObject);
}
else
{
Util.PlaySound(onSecondCriticalSound, RoR2Application.instance.gameObject);
}
}
timerText.seconds = waveController.secondsRemaining;
}
if ((bool)barImage)
{
barImage.fillAmount = waveController.secondsRemaining / (float)waveController.secondsAfterWave;
}
}
else if (loopPtr.isValid)
{
LoopSoundManager.StopSoundLoopLocal(loopPtr);
}
}
else
{
rootObject.SetActive(value: false);
}
}
}