49 lines
1.1 KiB
C#
49 lines
1.1 KiB
C#
using UnityEngine;
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using UnityEngine.Networking;
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namespace EntityStates.Geode;
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public class GeodeRegenerate : GeodeEntityStates
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{
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private new float age;
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public override void OnEnter()
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{
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base.OnEnter();
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geodeModel.SetActive(value: true);
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}
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public override void FixedUpdate()
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{
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base.FixedUpdate();
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age += Time.deltaTime;
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float printThreshold = geodeController.printCurve.Evaluate(age / geodeController.printTime);
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SetPrintThreshold(printThreshold);
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if (age >= geodeController.idleVFXRegenerationTimer && !geodeIdleVFX.activeInHierarchy)
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{
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geodeIdleVFX.SetActive(value: true);
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}
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if (age >= geodeController.printTime)
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{
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if (NetworkServer.active)
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{
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geodeController.SetAvailable(activeState: true);
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}
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outer.SetNextState(new GeodeEntityStates());
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}
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}
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private void SetPrintThreshold(float sample)
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{
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float num = 1f - sample;
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float value = sample * geodeController.maxPrintHeight + num * geodeController.startingPrintHeight;
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geodeTrunkRenderer.material.SetFloat(sliceHeightNameId, value);
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}
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public override void OnExit()
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{
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base.OnExit();
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age = 0f;
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}
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}
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