Files
cppk-ar/Assets/Scripts/Train.cs
T

146 lines
3.8 KiB
C#

using System.Linq;
using System.Collections;
using System.Threading.Tasks;
using System.Collections.Generic;
using DG.Tweening;
using UnityEngine;
public class Train : MonoBehaviour
{
public TrainType type;
public bool useEffect;
private LocomotionHandler locomotionHandler;
private Coroutine c_effect;
private List<Material> materials = new();
private float effectDuration = .4f;
public Tween anim;
void OnEnable()
{
var uiMenu = FindObjectOfType<UIMainMenu>();
uiMenu.currentTrain = this;
uiMenu.AbleToUseTrainButtons(false);
if(materials.Count == 0)
{
materials = GetComponent<MeshRenderer>().materials.ToList();
var materialsInChildren = new List<Material>();
for(int i = 0; i < transform.childCount; i++)
{
var childMaterials = transform.GetChild(i)
.GetComponent<MeshRenderer>()
.materials;
foreach(var item in childMaterials)
{
materials.Add(item);
}
}
foreach(var mat in materialsInChildren)
materials.Add(mat);
}
foreach(var mat in materials)
mat.SetFloat("_EffectPosition", -5);
if(!useEffect)
{
SetEffect(true);
if(locomotionHandler == null)
locomotionHandler = FindObjectOfType<LocomotionHandler>();
var startPosition = locomotionHandler.pullUpPositionBefore;
var speed = locomotionHandler.trainSpeed;
transform.localPosition = new Vector3(transform.localPosition.x,
transform.localPosition.y,
startPosition);
anim = transform.DOLocalMoveZ(-16, speed)
.SetEase(Ease.OutSine)
.OnComplete(() =>
{
Debug.Log("tut now");
uiMenu.AbleToUseTrainButtons(true);
});
}
else
{
SetEffect(true);
}
}
public async void Hide()
{
if(!useEffect)
{
var endPosition = locomotionHandler.pullUpPositionAfter;
var speed = locomotionHandler.trainSpeed;
transform.DOLocalMoveZ(endPosition, speed)
.SetEase(Ease.InSine)
.OnComplete(() => gameObject.SetActive(false));
await Task.Delay(3000);
SetEffect(false);
}
else SetEffect(false);
}
void SetEffect(bool isShow)
{
if(c_effect != null)
{
StopCoroutine(c_effect);
c_effect = null;
}
c_effect = StartCoroutine(SetEffectRoutine(isShow));
}
IEnumerator SetEffectRoutine(bool isShow)
{
float startPosition = isShow ? -5 : 4;
float currentValue = startPosition;
float endPosition = 0;
if(isShow) endPosition = 4;
else endPosition = -5;
float progress = 0;
float duration = effectDuration;
while(progress < 1)
{
currentValue = Mathf.Lerp(startPosition, endPosition, progress);
for(int i = 0; i < materials.Count; i++)
{
materials[i]
.SetFloat("_EffectPosition", currentValue);
}
progress += duration * Time.deltaTime;
yield return null;
}
for(int i = 0; i < materials.Count; i++)
{
materials[i]
.SetFloat("_EffectPosition", endPosition);
}
if(isShow && useEffect)
{
FindObjectOfType<UIMainMenu>()
.AbleToUseTrainButtons(true);
}
if(!isShow && useEffect)
gameObject.SetActive(false);
}
}