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