91 lines
2.3 KiB
C#
91 lines
2.3 KiB
C#
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using UnityEngine;
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public class VisibilityCondition : WPFMonoBehaviour
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{
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public enum Condition
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{
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None = 0,
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HasValidContraption = 1,
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ShowEngineButton = 2,
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HasRockets = 3,
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IsPausedWhileRunning = 4,
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HasContraption = 5,
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QuestModeCanBuild = 6,
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IsPuzzleMode = 7,
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ShowPauseMenuReplayButton = 8,
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HasMotorWheels = 9,
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HasFans = 10,
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HasPropellers = 11,
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HasRotors = 12,
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ShowBuyBluePrintButton = 13,
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ShowAutoBuildButton = 14
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}
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public Condition condition;
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private void OnEnable()
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{
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UpdateState();
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}
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private void Update()
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{
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UpdateState();
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}
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private void UpdateState()
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{
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if ((bool)WPFMonoBehaviour.levelManager && (bool)WPFMonoBehaviour.levelManager.contraptionProto)
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{
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switch (condition)
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{
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case Condition.ShowEngineButton:
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SetEnabled(WPFMonoBehaviour.levelManager.contraptionRunning.HasEngine && WPFMonoBehaviour.levelManager.contraptionRunning.EnginePoweredPartTypeCount() > 1);
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break;
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case Condition.HasValidContraption:
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SetEnabled(WPFMonoBehaviour.levelManager.contraptionProto.ValidateContraption());
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break;
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case Condition.IsPausedWhileRunning:
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SetEnabled(WPFMonoBehaviour.levelManager.gameState == LevelManager.GameState.PausedWhileRunning);
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break;
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case Condition.HasContraption:
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SetEnabled(WPFMonoBehaviour.levelManager.contraptionProto.DynamicPartCount() > 0);
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break;
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case Condition.QuestModeCanBuild:
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SetEnabled(false);
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break;
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case Condition.IsPuzzleMode:
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SetEnabled(true);
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break;
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case Condition.ShowPauseMenuReplayButton:
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SetEnabled(WPFMonoBehaviour.levelManager.gameState == LevelManager.GameState.PausedWhileRunning);
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break;
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case Condition.ShowAutoBuildButton:
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SetEnabled(WPFMonoBehaviour.levelManager.m_autoBuildUnlocked && BuildCustomizationLoader.Instance.IAPEnabled);
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break;
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case Condition.HasRockets:
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case Condition.HasMotorWheels:
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case Condition.HasFans:
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case Condition.HasPropellers:
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case Condition.HasRotors:
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case Condition.ShowBuyBluePrintButton:
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break;
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}
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}
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}
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private void SetEnabled(bool enabled)
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{
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base.gameObject.renderer.enabled = enabled;
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base.gameObject.collider.enabled = enabled;
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for (int i = 0; i < base.gameObject.transform.GetChildCount(); i++)
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{
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Transform child = base.gameObject.transform.GetChild(i);
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if ((bool)child.renderer)
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{
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child.renderer.enabled = enabled;
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}
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}
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}
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}
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