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https://github.com/Outer-Wilds-New-Horizons/new-horizons.git
synced 2025-12-11 20:15:44 +01:00
fixed line endings
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parent
9c55f0fbbd
commit
f01f156569
@ -1,153 +1,153 @@
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using System.Collections.Generic;
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using System.Linq;
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using UnityEngine;
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namespace NewHorizons.Components
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{
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public class CloakSectorController : MonoBehaviour
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{
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private CloakFieldController _cloak;
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private GameObject _root;
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private bool _isInitialized;
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private List<Renderer> _renderers = null;
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private List<TessellatedRenderer> _tessellatedRenderers = null;
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private List<CloakedTessSphereSectorToggle> _tessSphereToggles = null;
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public static bool isPlayerInside = false;
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public static bool isProbeInside = false;
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public static bool isShipInside = false;
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public void Init(CloakFieldController cloak, GameObject root)
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{
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_cloak = cloak;
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_root = root;
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// Lets just clear these off idc
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_cloak.OnPlayerEnter = new OWEvent();
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_cloak.OnPlayerExit = new OWEvent();
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_cloak.OnProbeEnter = new OWEvent();
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_cloak.OnProbeExit = new OWEvent();
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_cloak.OnShipEnter = new OWEvent();
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_cloak.OnShipExit = new OWEvent();
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_cloak.OnPlayerEnter += OnPlayerEnter;
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_cloak.OnPlayerExit += OnPlayerExit;
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_cloak.OnProbeEnter += OnProbeEnter;
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_cloak.OnProbeExit += OnProbeExit;
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_cloak.OnShipEnter += OnShipEnter;
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_cloak.OnShipExit += OnShipExit;
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_isInitialized = true;
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}
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void OnDestroy()
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{
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if (_isInitialized)
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{
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_cloak.OnPlayerEnter -= OnPlayerEnter;
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_cloak.OnPlayerExit -= OnPlayerExit;
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}
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}
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private void SetUpList()
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{
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_renderers = _root.GetComponentsInChildren<Renderer>().ToList();
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_tessellatedRenderers = _root.GetComponentsInChildren<TessellatedRenderer>().ToList();
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_tessSphereToggles = _root.GetComponentsInChildren<CloakedTessSphereSectorToggle>().ToList();
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}
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public void OnPlayerEnter()
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{
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SetUpList();
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foreach (var renderer in _renderers)
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{
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renderer.forceRenderingOff = false;
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}
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foreach (var tessellatedRenderer in _tessellatedRenderers)
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{
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tessellatedRenderer.enabled = true;
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}
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foreach (var tessSphereSectorToggle in _tessSphereToggles)
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{
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tessSphereSectorToggle.OnEnterCloakField();
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}
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isPlayerInside = true;
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GlobalMessenger.FireEvent("PlayerEnterCloakField");
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}
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public void OnPlayerExit()
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{
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SetUpList();
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foreach (var renderer in _renderers)
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{
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renderer.forceRenderingOff = true;
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}
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foreach (var tessellatedRenderer in _tessellatedRenderers)
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{
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tessellatedRenderer.enabled = false;
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}
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foreach (var tessSphereSectorToggle in _tessSphereToggles)
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{
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tessSphereSectorToggle.OnExitCloakField();
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}
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isPlayerInside = false;
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GlobalMessenger.FireEvent("PlayerExitCloakField");
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}
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public void OnProbeEnter()
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{
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isProbeInside = true;
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GlobalMessenger.FireEvent("ProbeEnterCloakField");
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}
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public void OnProbeExit()
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{
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isProbeInside = false;
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GlobalMessenger.FireEvent("ProbeExitCloakField");
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}
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public void OnShipEnter()
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{
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isShipInside = true;
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GlobalMessenger.FireEvent("ShipEnterCloakField");
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}
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public void OnShipExit()
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{
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isShipInside = false;
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GlobalMessenger.FireEvent("ShipExitCloakField");
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}
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public void EnableCloak()
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{
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SunLightController.RegisterSunOverrider(_cloak, 900);
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_cloak._cloakSphereRenderer.SetActivation(true);
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Shader.EnableKeyword("_CLOAKINGFIELDENABLED");
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_cloak._cloakVisualsEnabled = true;
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}
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public void DisableCloak()
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{
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SunLightController.UnregisterSunOverrider(_cloak);
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_cloak._cloakSphereRenderer.SetActivation(false);
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Shader.DisableKeyword("_CLOAKINGFIELDENABLED");
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_cloak._cloakVisualsEnabled = false;
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}
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public void SetReferenceFrameVolumeActive(bool active) => _cloak._referenceFrameVolume?.gameObject.SetActive(active);
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public void EnableReferenceFrameVolume() => SetReferenceFrameVolumeActive(true);
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public void DisableReferenceFrameVolume() => SetReferenceFrameVolumeActive(false);
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public void TurnOnMusic() => _cloak._hasTriggeredMusic = false;
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public void TurnOffMusic() => _cloak._hasTriggeredMusic = true;
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}
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}
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using System.Collections.Generic;
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using System.Linq;
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using UnityEngine;
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namespace NewHorizons.Components
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{
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public class CloakSectorController : MonoBehaviour
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{
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private CloakFieldController _cloak;
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private GameObject _root;
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private bool _isInitialized;
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private List<Renderer> _renderers = null;
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private List<TessellatedRenderer> _tessellatedRenderers = null;
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private List<CloakedTessSphereSectorToggle> _tessSphereToggles = null;
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public static bool isPlayerInside = false;
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public static bool isProbeInside = false;
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public static bool isShipInside = false;
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public void Init(CloakFieldController cloak, GameObject root)
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{
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_cloak = cloak;
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_root = root;
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// Lets just clear these off idc
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_cloak.OnPlayerEnter = new OWEvent();
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_cloak.OnPlayerExit = new OWEvent();
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_cloak.OnProbeEnter = new OWEvent();
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_cloak.OnProbeExit = new OWEvent();
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_cloak.OnShipEnter = new OWEvent();
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_cloak.OnShipExit = new OWEvent();
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_cloak.OnPlayerEnter += OnPlayerEnter;
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_cloak.OnPlayerExit += OnPlayerExit;
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_cloak.OnProbeEnter += OnProbeEnter;
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_cloak.OnProbeExit += OnProbeExit;
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_cloak.OnShipEnter += OnShipEnter;
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_cloak.OnShipExit += OnShipExit;
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_isInitialized = true;
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}
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void OnDestroy()
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{
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if (_isInitialized)
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{
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_cloak.OnPlayerEnter -= OnPlayerEnter;
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_cloak.OnPlayerExit -= OnPlayerExit;
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}
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}
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private void SetUpList()
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{
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_renderers = _root.GetComponentsInChildren<Renderer>().ToList();
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_tessellatedRenderers = _root.GetComponentsInChildren<TessellatedRenderer>().ToList();
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_tessSphereToggles = _root.GetComponentsInChildren<CloakedTessSphereSectorToggle>().ToList();
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}
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public void OnPlayerEnter()
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{
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SetUpList();
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foreach (var renderer in _renderers)
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{
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renderer.forceRenderingOff = false;
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}
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foreach (var tessellatedRenderer in _tessellatedRenderers)
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{
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tessellatedRenderer.enabled = true;
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}
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foreach (var tessSphereSectorToggle in _tessSphereToggles)
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{
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tessSphereSectorToggle.OnEnterCloakField();
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}
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isPlayerInside = true;
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GlobalMessenger.FireEvent("PlayerEnterCloakField");
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}
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public void OnPlayerExit()
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{
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SetUpList();
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foreach (var renderer in _renderers)
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{
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renderer.forceRenderingOff = true;
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}
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foreach (var tessellatedRenderer in _tessellatedRenderers)
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{
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tessellatedRenderer.enabled = false;
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}
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foreach (var tessSphereSectorToggle in _tessSphereToggles)
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{
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tessSphereSectorToggle.OnExitCloakField();
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}
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isPlayerInside = false;
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GlobalMessenger.FireEvent("PlayerExitCloakField");
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}
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public void OnProbeEnter()
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{
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isProbeInside = true;
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GlobalMessenger.FireEvent("ProbeEnterCloakField");
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}
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public void OnProbeExit()
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{
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isProbeInside = false;
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GlobalMessenger.FireEvent("ProbeExitCloakField");
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}
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public void OnShipEnter()
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{
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isShipInside = true;
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GlobalMessenger.FireEvent("ShipEnterCloakField");
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}
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public void OnShipExit()
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{
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isShipInside = false;
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GlobalMessenger.FireEvent("ShipExitCloakField");
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}
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public void EnableCloak()
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{
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SunLightController.RegisterSunOverrider(_cloak, 900);
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_cloak._cloakSphereRenderer.SetActivation(true);
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Shader.EnableKeyword("_CLOAKINGFIELDENABLED");
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_cloak._cloakVisualsEnabled = true;
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}
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public void DisableCloak()
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{
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SunLightController.UnregisterSunOverrider(_cloak);
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_cloak._cloakSphereRenderer.SetActivation(false);
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Shader.DisableKeyword("_CLOAKINGFIELDENABLED");
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_cloak._cloakVisualsEnabled = false;
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}
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public void SetReferenceFrameVolumeActive(bool active) => _cloak._referenceFrameVolume?.gameObject.SetActive(active);
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public void EnableReferenceFrameVolume() => SetReferenceFrameVolumeActive(true);
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public void DisableReferenceFrameVolume() => SetReferenceFrameVolumeActive(false);
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public void TurnOnMusic() => _cloak._hasTriggeredMusic = false;
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public void TurnOffMusic() => _cloak._hasTriggeredMusic = true;
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}
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}
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