2023-07-28 11:48:57 +03:00
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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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2023-10-20 13:29:44 +03:00
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using UnityEngine.Events;
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2023-07-28 11:48:57 +03:00
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public class MonumentController : MonoBehaviour
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{
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[SerializeField]
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private float _energyToUnlock;
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[SerializeField]
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private MonumentInfo _info;
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private EnergyController _energyController;
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private float _currentEnergy;
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private ScoreController _scoreController;
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private CockpitUIModule _cockpitUI;
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public UnityEvent OnUnlock;
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private void Awake()
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{
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_scoreController = FindObjectOfType<ScoreController>();
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_cockpitUI = FindObjectOfType<CockpitUIModule>();
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_energyController = FindObjectOfType<EnergyController>();
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_currentEnergy = _energyToUnlock;
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}
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2023-10-20 13:29:44 +03:00
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[ContextMenu("Debug Unlock")]
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public void UnlockMonument()
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{
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OnUnlock?.Invoke();
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var totalEnergy = _energyController.Energy;
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LeanTween.value(totalEnergy, 0, 1).setEase(LeanTweenType.easeInOutSine).setOnUpdate((float x)=>
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{
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_energyController.Energy = x;
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_currentEnergy = Mathf.Clamp(_energyToUnlock - (totalEnergy - x), 0, int.MaxValue);
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Debug.Log($"Clamped energy value: {_currentEnergy / _energyToUnlock}");
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});
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_scoreController.AddScoreInTime(_info.Score, 1, false);
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//TODO: <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
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PlayerSetup.Instance.UnlockMonument(_info);
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}
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public void ShowPreview()
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{
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_cockpitUI.ShowInfo(_info.Image, _info.Description);
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}
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}
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