mirror of
https://github.com/FriendshipIsEpic/FiE-Game.git
synced 2024-11-27 15:57:59 +01:00
77 lines
2.1 KiB
C#
77 lines
2.1 KiB
C#
using Fie.Manager;
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using Fie.Scene;
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using GameDataEditor;
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using System.Collections.Generic;
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using UnityEngine;
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namespace Fie.Portal
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{
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public sealed class FieDeparturePortal : FieVisualizedPortal
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{
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public FieConstValues.DefinedScenes nextScene;
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public bool isEnableActivity;
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private readonly Dictionary<FieConstValues.DefinedScenes, FieSceneBase> _sceneList = new Dictionary<FieConstValues.DefinedScenes, FieSceneBase>
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{
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{
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FieConstValues.DefinedScenes.FIE_TITLE,
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new FieSceneTitle()
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},
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{
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FieConstValues.DefinedScenes.FIE_LOBBY,
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new FieSceneLobby()
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},
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{
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FieConstValues.DefinedScenes.FIE_MAP1_1,
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new FieSceneMap1_1()
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},
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{
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FieConstValues.DefinedScenes.FIE_MAP1_2,
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new FieSceneMap1_2()
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},
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{
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FieConstValues.DefinedScenes.FIE_MAP1_3,
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new FieSceneMap1_3()
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},
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{
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FieConstValues.DefinedScenes.FIE_MAP1_4,
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new FieSceneMap1_4()
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},
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{
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FieConstValues.DefinedScenes.FIE_RESULT,
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new FieSceneResult()
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}
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};
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public new void Update()
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{
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base.Update();
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}
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protected override void Trigger()
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{
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if (PhotonNetwork.isMasterClient && !PhotonNetwork.offlineMode)
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{
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PhotonNetwork.room.IsOpen = false;
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}
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FieManagerBehaviour<FieSceneManager>.I.LoadScene(_sceneList[nextScene], allowSceneActivation: true, FieFaderManager.FadeType.OUT_TO_WHITE, FieFaderManager.FadeType.IN_FROM_WHITE, 1f);
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}
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private void OnTriggerEnter(Collider other)
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{
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if (!(other == null) && !(other.gameObject == null))
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{
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FieCollider component = other.gameObject.GetComponent<FieCollider>();
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if (!(component == null))
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{
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FieGameCharacter parentGameCharacter = component.getParentGameCharacter();
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if (!(parentGameCharacter == null) && isEnableActivity)
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{
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FieManagerBehaviour<FieActivityManager>.I.RequestGameOwnerOnlyActivity(parentGameCharacter, FieMasterData<GDEConstantTextListData>.I.GetMasterData(GDEItemKeys.ConstantTextList_ACTIVITY_TITLE_DEPATURE_PORTAL_INFO), FieMasterData<GDEConstantTextListData>.I.GetMasterData(GDEItemKeys.ConstantTextList_ACTIVITY_NOTE_DEPATURE_PORTAL_INFO));
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}
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}
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}
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}
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}
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}
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