mirror of
https://github.com/Outer-Wilds-New-Horizons/new-horizons.git
synced 2025-12-11 20:15:44 +01:00
139 lines
5.2 KiB
C#
139 lines
5.2 KiB
C#
using NewHorizons.External.Modules;
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using NewHorizons.External.SerializableEnums;
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using NewHorizons.Handlers;
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using NewHorizons.Utility.OWML;
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using System.Collections;
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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 NHGameOverManager : MonoBehaviour
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{
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/// <summary>
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/// Mod unique id to game over module list
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/// Done as a dictionary so that Reload Configs can overwrite entries per mod
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/// </summary>
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public static Dictionary<string, GameOverModule[]> gameOvers = new();
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public static NHGameOverManager Instance { get; private set; }
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private GameOverController _gameOverController;
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private PlayerCameraEffectController _playerCameraEffectController;
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private GameOverModule[] _gameOvers;
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private bool _gameOverSequenceStarted;
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public void Awake()
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{
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Instance = this;
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}
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public void Start()
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{
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_gameOverController = FindObjectOfType<GameOverController>();
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_playerCameraEffectController = FindObjectOfType<PlayerCameraEffectController>();
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_gameOvers = gameOvers.SelectMany(x => x.Value).ToArray();
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}
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public void TryHijackDeathSequence()
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{
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var gameOver = _gameOvers.FirstOrDefault(x => !string.IsNullOrEmpty(x.condition) && DialogueConditionManager.SharedInstance.GetConditionState(x.condition));
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if (!_gameOverSequenceStarted && gameOver != null && !Locator.GetDeathManager()._finishedDLC)
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{
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StartGameOverSequence(gameOver, null);
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}
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}
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public void StartGameOverSequence(GameOverModule gameOver, DeathType? deathType)
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{
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_gameOverSequenceStarted = true;
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Delay.StartCoroutine(GameOver(gameOver, deathType));
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}
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private IEnumerator GameOver(GameOverModule gameOver, DeathType? deathType)
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{
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OWInput.ChangeInputMode(InputMode.None);
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ReticleController.Hide();
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Locator.GetPromptManager().SetPromptsVisible(false);
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Locator.GetPauseCommandListener().AddPauseCommandLock();
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// The PlayerCameraEffectController is what actually kills us, so convince it we're already dead
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Locator.GetDeathManager()._isDead = true;
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var fadeLength = 2f;
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if (Locator.GetDeathManager()._isDying)
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{
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// Player already died at this point, so don't fade
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fadeLength = 0f;
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}
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else if (deathType is DeathType nonNullDeathType)
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{
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_playerCameraEffectController.OnPlayerDeath(nonNullDeathType);
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fadeLength = _playerCameraEffectController._deathFadeLength;
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}
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else
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{
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// Wake up relaxed next loop
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PlayerData.SetLastDeathType(DeathType.Meditation);
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FadeHandler.FadeOut(fadeLength);
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}
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yield return new WaitForSeconds(fadeLength);
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if (!string.IsNullOrEmpty(gameOver.text) && _gameOverController != null)
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{
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_gameOverController._deathText.text = TranslationHandler.GetTranslation(gameOver.text, TranslationHandler.TextType.UI);
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_gameOverController.SetupGameOverScreen(5f);
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if (gameOver.colour != null)
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{
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_gameOverController._deathText.color = gameOver.colour.ToColor();
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}
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// Make sure the fade handler is off now
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FadeHandler.FadeIn(0f);
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// We set this to true to stop it from loading the credits scene, so we can do it ourselves
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_gameOverController._loading = true;
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yield return new WaitUntil(ReadytoLoadCreditsScene);
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}
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LoadCreditsScene(gameOver);
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}
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private bool ReadytoLoadCreditsScene() => _gameOverController._fadedOutText && _gameOverController._textAnimator.IsComplete();
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private void LoadCreditsScene(GameOverModule gameOver)
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{
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NHLogger.LogVerbose($"Load credits {gameOver.creditsType}");
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switch (gameOver.creditsType)
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{
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case NHCreditsType.Fast:
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LoadManager.LoadScene(OWScene.Credits_Fast, LoadManager.FadeType.ToBlack);
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break;
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case NHCreditsType.Final:
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LoadManager.LoadScene(OWScene.Credits_Final, LoadManager.FadeType.ToBlack);
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break;
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case NHCreditsType.Kazoo:
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TimelineObliterationController.s_hasRealityEnded = true;
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LoadManager.LoadScene(OWScene.Credits_Fast, LoadManager.FadeType.ToBlack);
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break;
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default:
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// GameOverController disables post processing
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_gameOverController._flashbackCamera.postProcessing.enabled = true;
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// For some reason this isn't getting set sometimes
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AudioListener.volume = 1;
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GlobalMessenger.FireEvent("TriggerFlashback");
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break;
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}
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}
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}
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}
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