118 lines
4.4 KiB
C#

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<GameOverController>();
_playerCameraEffectController = FindObjectOfType<PlayerCameraEffectController>();
}
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;
}
}
}
}