using NewHorizons.External.SerializableEnums; using NewHorizons.Handlers; using NewHorizons.Utility; using NewHorizons.Utility.OWML; using System.Collections; using UnityEngine; namespace NewHorizons.Components.Volumes { internal class LoadCreditsVolume : BaseVolume { public NHCreditsType creditsType = NHCreditsType.None; public string gameOverText; public DeathType? deathType = DeathType.Default; public Color? colour; public string condition; private GameOverController _gameOverController; private PlayerCameraEffectController _playerCameraEffectController; public void Start() { _gameOverController = FindObjectOfType(); _playerCameraEffectController = FindObjectOfType(); } public override void OnTriggerVolumeEntry(GameObject hitObj) { if (hitObj.CompareTag("PlayerDetector") && enabled && (string.IsNullOrEmpty(condition) || DialogueConditionManager.SharedInstance.GetConditionState(condition))) { // Have to run it off the mod behaviour since the game over controller disables everything Delay.StartCoroutine(GameOver()); } } private IEnumerator GameOver() { OWInput.ChangeInputMode(InputMode.None); ReticleController.Hide(); Locator.GetPromptManager().SetPromptsVisible(false); Locator.GetPauseCommandListener().AddPauseCommandLock(); // The PlayerCameraEffectController is what actually kills us, so convince it we're already dead Locator.GetDeathManager()._isDead = true; var fadeLength = 2f; if (deathType is DeathType nonNullDeathType) { _playerCameraEffectController.OnPlayerDeath(nonNullDeathType); fadeLength = _playerCameraEffectController._deathFadeLength; } else { // Wake up relaxed next loop PlayerData.SetLastDeathType(DeathType.Meditation); FadeHandler.FadeOut(fadeLength); } yield return new WaitForSeconds(fadeLength); if (!string.IsNullOrEmpty(gameOverText) && _gameOverController != null) { _gameOverController._deathText.text = TranslationHandler.GetTranslation(gameOverText, TranslationHandler.TextType.UI); _gameOverController.SetupGameOverScreen(5f); if (colour != null) { _gameOverController._deathText.color = (Color)colour; } // Make sure the fade handler is off now FadeHandler.FadeIn(0f); // We set this to true to stop it from loading the credits scene, so we can do it ourselves _gameOverController._loading = true; yield return new WaitUntil(ReadytoLoadCreditsScene); } LoadCreditsScene(); } private bool ReadytoLoadCreditsScene() => _gameOverController._fadedOutText && _gameOverController._textAnimator.IsComplete(); public override void OnTriggerVolumeExit(GameObject hitObj) { } private void LoadCreditsScene() { NHLogger.LogVerbose($"Load credits {creditsType}"); switch (creditsType) { case NHCreditsType.Fast: LoadManager.LoadScene(OWScene.Credits_Fast, LoadManager.FadeType.ToBlack); break; case NHCreditsType.Final: LoadManager.LoadScene(OWScene.Credits_Final, LoadManager.FadeType.ToBlack); break; case NHCreditsType.Kazoo: TimelineObliterationController.s_hasRealityEnded = true; LoadManager.LoadScene(OWScene.Credits_Fast, LoadManager.FadeType.ToBlack); break; default: // GameOverController disables post processing _gameOverController._flashbackCamera.postProcessing.enabled = true; // For some reason this isn't getting set sometimes AudioListener.volume = 1; GlobalMessenger.FireEvent("TriggerFlashback"); break; } } } }