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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.Events;
using UltraCombos.Utility;
using System.Linq;
using UltraCombos.Utility.Attributes;
namespace UltraCombos.Frozen
{
public enum State
{
Standby,
Day,
Night,
}
public enum Form
{
FullSpace,
SingleWall,
}
public class SceneController : Singleton<SceneController>
{
public State state = State.Standby;
public Form format = Form.FullSpace;
public float standbyTime = 10.0f;
public UnityEvent onSceneStandby = new UnityEvent();
public UnityEvent onSceneDay = new UnityEvent();
public UnityEvent onSceneNight = new UnityEvent();
[Header("Debug")]
[SerializeField]
float stamp = 0.0f;
[Range(0, 1), ReadOnly]
public float rate = 0.0f;
float target_rate = 0.0f;
[ReadOnly]
public List<Material> spaceMaterials = new List<Material>();
[ReadOnly, SerializeField]
List<CharacterBehaviour> characters;
private void Start()
{
characters = FindObjectsOfType<CharacterBehaviour>().ToList();
}
private void Update()
{
if (standbyTime > 0.0f)
{
if (state == State.Standby)
{
if (Time.time - stamp > standbyTime)
{
stamp = Time.time;
GoDay();
}
}
}
if (state == State.Standby || state == State.Day)
target_rate = 0.0f;
else if (state == State.Night)
target_rate = 1.0f;
rate = Mathf.Lerp(rate, target_rate, 0.02f);
foreach (var mat in spaceMaterials)
mat.SetFloat("_Rate", rate);
foreach (var chr in characters)
{
chr.Active = chr.appearSataes.List.Contains(state);
}
}
public void GoStandby()
{
state = State.Standby;
onSceneStandby.Invoke();
stamp = Time.time;
}
public void GoDay()
{
state = State.Day;
onSceneDay.Invoke();
}
public void GoNight()
{
state = State.Night;
onSceneNight.Invoke();
}
}
}