bad-piggies-0.1.3-porting/Assets/Scripts/Assembly-CSharp/Tutorial.cs

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2024-02-24 22:40:44 -05:00
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class Tutorial : WPFMonoBehaviour
{
public class Pointer
{
public delegate void OnPress();
private GameObject m_pointer;
private GameObject m_clickIndicator;
private float m_pressTimer;
private bool m_clickIndicatorOn;
private OnPress onPress;
public Pointer(GameObject pointer, GameObject clickIndicator)
{
m_pointer = pointer;
m_pointer.transform.localScale = 1.05f * Vector3.zero;
m_clickIndicator = clickIndicator;
}
public void SetPressHandler(OnPress onPress)
{
this.onPress = onPress;
}
public void SetPosition(Vector3 position)
{
m_pointer.transform.position = position;
}
public void Show(bool show)
{
m_pointer.SetActiveRecursively(show);
if (!show && (bool)m_clickIndicator)
{
m_clickIndicator.SetActiveRecursively(false);
}
}
public void Press()
{
m_pressTimer = 0f;
m_clickIndicatorOn = true;
if ((bool)m_clickIndicator)
{
m_clickIndicator.SetActiveRecursively(true);
m_clickIndicator.transform.position = m_pointer.transform.position;
}
m_pointer.transform.localScale = 0.85f * Vector3.one;
if (onPress != null)
{
onPress();
}
}
public void Release()
{
m_pointer.transform.localScale = 1.05f * Vector3.one;
}
public void Update()
{
m_pressTimer += Time.deltaTime;
if (m_clickIndicatorOn && m_pressTimer >= 0.5f)
{
m_clickIndicatorOn = false;
if ((bool)m_clickIndicator)
{
m_clickIndicator.SetActiveRecursively(false);
}
}
}
}
public class PointerTimeLine
{
public class PointerEvent
{
protected Pointer m_pointer;
protected bool m_finished;
public void SetPointer(Pointer pointer)
{
m_pointer = pointer;
}
public virtual void Start()
{
}
public virtual void Update()
{
}
public virtual bool Finished()
{
return m_finished;
}
}
public class Move : PointerEvent
{
private float m_time;
private float m_timer;
private List<Vector3> m_positions;
public Move(List<Vector3> positions, float time)
{
m_time = time;
m_positions = positions;
}
public override void Start()
{
m_timer = 0f;
m_finished = false;
if (m_positions.Count > 0)
{
m_pointer.SetPosition(m_positions[0]);
}
m_pointer.Show(true);
}
public override void Update()
{
m_timer += Time.deltaTime;
if (m_timer >= m_time)
{
m_finished = true;
}
float num = MathsUtil.EaseInOutQuad(m_timer, 0f, 1f, m_time);
num = 0.5f * num + 0.5f * (m_timer / m_time);
m_pointer.SetPosition(PositionOnSpline(m_positions, num));
}
}
public class Wait : PointerEvent
{
private float m_time;
private float m_timer;
public Wait(float time)
{
m_time = time;
}
public override void Start()
{
m_finished = false;
m_timer = 0f;
}
public override void Update()
{
m_timer += Time.deltaTime;
if (m_timer > m_time)
{
m_finished = true;
}
}
}
public class Press : PointerEvent
{
public override void Start()
{
m_pointer.Press();
m_finished = true;
}
}
public class Release : PointerEvent
{
public override void Start()
{
m_pointer.Release();
m_finished = true;
}
}
public class Hide : PointerEvent
{
public override void Start()
{
m_pointer.Show(false);
m_finished = true;
}
}
private Pointer m_pointer;
private List<PointerEvent> m_events = new List<PointerEvent>();
private Vector3 m_position;
private int m_eventIndex;
private bool m_finished;
public PointerTimeLine(Pointer pointer)
{
m_pointer = pointer;
}
public bool IsFinished()
{
return m_finished;
}
public void Start()
{
m_pointer.Release();
m_eventIndex = 0;
if (m_eventIndex < m_events.Count)
{
m_events[m_eventIndex].Start();
}
m_finished = false;
}
public void Update()
{
if (m_eventIndex < m_events.Count)
{
PointerEvent pointerEvent = m_events[m_eventIndex];
pointerEvent.Update();
if (pointerEvent.Finished())
{
m_eventIndex++;
if (m_eventIndex < m_events.Count)
{
m_events[m_eventIndex].Start();
}
else
{
m_finished = true;
}
}
}
m_pointer.Update();
}
public void AddEvent(PointerEvent e)
{
e.SetPointer(m_pointer);
m_events.Add(e);
}
}
public GameObject m_pointerPrefab;
public GameObject m_clickIndicatorPrefab;
public int m_dragTargetX;
public int m_dragTargetY = 1;
private bool m_playing;
private bool m_finished;
private PartSelector m_partselector;
private ConstructionUI m_constructionUI;
private GameObject m_pointerVisual;
private GameObject m_clickIndicator;
private Pointer m_pointer;
private PointerTimeLine m_dragPigTimeline;
private PointerTimeLine m_startContraptionTimeline;
private PointerTimeLine m_startEnginesTimeLine;
private PointerTimeLine m_timeline;
private int m_state;
private void Start()
{
EventManager.Connect<GameStateChanged>(ReceiveGameStateChanged);
m_pointerVisual = (GameObject)Object.Instantiate(m_pointerPrefab);
m_clickIndicator = (GameObject)Object.Instantiate(m_clickIndicatorPrefab);
m_clickIndicator.SetActiveRecursively(false);
SetRenderQueue(m_pointerVisual, 3002);
SetRenderQueue(m_clickIndicator, 3002);
m_pointer = new Pointer(m_pointerVisual, m_clickIndicator);
}
private void SetRenderQueue(GameObject parent, int queue)
{
if ((bool)parent.renderer && (bool)parent.renderer.sharedMaterial)
{
parent.renderer.sharedMaterial.renderQueue = queue;
}
for (int i = 0; i < parent.transform.GetChildCount(); i++)
{
SetRenderQueue(parent.transform.GetChild(i).gameObject, queue);
}
}
private void OnDestroy()
{
EventManager.Disconnect<GameStateChanged>(ReceiveGameStateChanged);
}
public static Vector3 PositionOnSpline(List<Vector3> controlPoints, float t)
{
int count = controlPoints.Count;
int num = Mathf.FloorToInt(t * (float)(count - 1));
Vector3 a = controlPoints[Mathf.Clamp(num - 1, 0, count - 1)];
Vector3 b = controlPoints[Mathf.Clamp(num, 0, count - 1)];
Vector3 c = controlPoints[Mathf.Clamp(num + 1, 0, count - 1)];
Vector3 d = controlPoints[Mathf.Clamp(num + 2, 0, count - 1)];
float i = t * (float)(count - 1) - (float)num;
return MathsUtil.CatmullRomInterpolate(a, b, c, d, i);
}
private void Update()
{
if (m_state == 1 && WPFMonoBehaviour.levelManager.contraptionProto.FindPig() != null)
{
m_state = 2;
m_playing = true;
m_timeline = m_startContraptionTimeline;
m_timeline.Start();
}
if (!m_playing && m_state == 1 && (bool)m_constructionUI && !m_constructionUI.IsDragging())
{
m_playing = true;
m_timeline = m_dragPigTimeline;
m_timeline.Start();
}
if (m_playing)
{
m_timeline.Update();
if (m_timeline.IsFinished())
{
m_timeline.Start();
}
if (m_state == 1 && m_constructionUI.IsDragging())
{
m_playing = false;
m_pointer.Show(false);
}
if (m_state == 2 && WPFMonoBehaviour.levelManager.contraptionProto.FindPig() == null)
{
m_state = 1;
m_playing = false;
m_pointer.Show(false);
}
if (m_state == 3 && (bool)WPFMonoBehaviour.levelManager.contraptionRunning && WPFMonoBehaviour.levelManager.contraptionRunning.SomePoweredPartsEnabled())
{
m_playing = false;
m_pointer.Show(false);
}
}
}
private void SetupTutorial()
{
m_state = 1;
m_playing = true;
GameObject gameObject = GameObject.Find("InGameGUI");
m_partselector = gameObject.transform.FindChild("InGameBuildMenu").FindChild("PartSelector").GetComponent<PartSelector>();
m_constructionUI = GameObject.Find("ConstructionUI").GetComponent<ConstructionUI>();
GameObject gameObject2 = gameObject.transform.FindChild("InGameBuildMenu").FindChild("PlayButton").gameObject;
ConstructionUI.PartDesc partDesc = m_constructionUI.FindPartDesc(BasePart.PartType.Pig);
GameObject gameObject3 = m_partselector.FindPartButton(partDesc);
Vector3 position = gameObject3.transform.position;
Vector3 vector = m_constructionUI.GridPositionToGuiPosition(m_dragTargetX, m_dragTargetY);
m_dragPigTimeline = new PointerTimeLine(m_pointer);
List<Vector3> list = new List<Vector3>();
list.Add(position + 3f * Vector3.down + 1f * Vector3.left);
list.Add(position);
m_dragPigTimeline.AddEvent(new PointerTimeLine.Move(list, 1.5f));
List<Vector3> list2 = new List<Vector3>();
list2.Add(position);
list2.Add(0.5f * (position + vector) + 0.5f * Vector3.left);
list2.Add(vector);
m_dragPigTimeline.AddEvent(new PointerTimeLine.Press());
m_dragPigTimeline.AddEvent(new PointerTimeLine.Wait(0.5f));
m_dragPigTimeline.AddEvent(new PointerTimeLine.Move(list2, 1.75f));
m_dragPigTimeline.AddEvent(new PointerTimeLine.Wait(0.2f));
m_dragPigTimeline.AddEvent(new PointerTimeLine.Release());
m_dragPigTimeline.AddEvent(new PointerTimeLine.Wait(0.5f));
m_dragPigTimeline.AddEvent(new PointerTimeLine.Hide());
m_dragPigTimeline.AddEvent(new PointerTimeLine.Wait(2f));
m_startContraptionTimeline = new PointerTimeLine(m_pointer);
List<Vector3> list3 = new List<Vector3>();
list3.Add(gameObject2.transform.position + 11f * Vector3.down);
list3.Add(gameObject2.transform.position + 5.5f * Vector3.down + 0.5f * Vector3.left);
list3.Add(gameObject2.transform.position);
m_startContraptionTimeline.AddEvent(new PointerTimeLine.Wait(1f));
m_startContraptionTimeline.AddEvent(new PointerTimeLine.Move(list3, 2f));
m_startContraptionTimeline.AddEvent(new PointerTimeLine.Press());
m_startContraptionTimeline.AddEvent(new PointerTimeLine.Wait(0.5f));
m_startContraptionTimeline.AddEvent(new PointerTimeLine.Release());
m_startContraptionTimeline.AddEvent(new PointerTimeLine.Wait(0.75f));
m_startContraptionTimeline.AddEvent(new PointerTimeLine.Hide());
if (WPFMonoBehaviour.levelManager.contraptionProto.FindPig() == null)
{
m_timeline = m_dragPigTimeline;
m_timeline.Start();
}
else
{
m_timeline = m_startContraptionTimeline;
m_timeline.Start();
m_state = 2;
}
}
private void ReceiveGameStateChanged(GameStateChanged data)
{
if (data.state == LevelManager.GameState.Building)
{
if (!m_finished)
{
StartCoroutine(StartTutorial());
}
}
else if (data.state == LevelManager.GameState.Running)
{
m_playing = false;
m_pointer.Show(false);
StartCoroutine(StartEngineTutorial());
}
else
{
m_playing = false;
m_pointer.Show(false);
}
}
private IEnumerator StartTutorial()
{
Vector3 cameraPosition;
do
{
cameraPosition = WPFMonoBehaviour.ingameCamera.transform.position;
yield return new WaitForSeconds(0.2f);
}
while (!(Vector3.Distance(WPFMonoBehaviour.ingameCamera.transform.position, cameraPosition) < 0.05f));
if (WPFMonoBehaviour.levelManager.gameState == LevelManager.GameState.Building)
{
SetupTutorial();
}
}
private IEnumerator StartEngineTutorial()
{
yield return new WaitForSeconds(0.5f);
if (WPFMonoBehaviour.levelManager.gameState == LevelManager.GameState.Running)
{
m_startEnginesTimeLine = new PointerTimeLine(m_pointer);
GameObject enginesButton = GameObject.Find("300_EnginesButton");
if ((bool)enginesButton)
{
List<Vector3> points4 = new List<Vector3>
{
enginesButton.transform.position + 11f * Vector3.down,
enginesButton.transform.position + 5.5f * Vector3.down + 0.5f * Vector3.left,
enginesButton.transform.position
};
m_startEnginesTimeLine.AddEvent(new PointerTimeLine.Wait(1f));
m_startEnginesTimeLine.AddEvent(new PointerTimeLine.Move(points4, 2f));
m_startEnginesTimeLine.AddEvent(new PointerTimeLine.Press());
m_startEnginesTimeLine.AddEvent(new PointerTimeLine.Wait(0.5f));
m_startEnginesTimeLine.AddEvent(new PointerTimeLine.Release());
m_startEnginesTimeLine.AddEvent(new PointerTimeLine.Wait(0.75f));
m_startEnginesTimeLine.AddEvent(new PointerTimeLine.Hide());
m_timeline = m_startEnginesTimeLine;
m_timeline.Start();
m_state = 3;
m_playing = true;
}
}
}
}