1. 新建梦境专用场景 2. 增加单行对话框,梦境中全程使用该对话框 3. 增加已选择选项标记功能 TODO 1. 增加梦境选择框 2. 为选项增加已选择表现
261 lines
8.1 KiB
C#
261 lines
8.1 KiB
C#
using AibisDream.Framework;
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using AibisDream.Kit;
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using AibisDream.Utility;
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using DG.Tweening;
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using UnityEngine;
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using UnityEngine.EventSystems;
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namespace AibisDream.FixSystem
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{
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[RequireComponent(typeof(EventTriggerEx))]
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public class Plug : MonoBehaviour, IInteraction
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{
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private static readonly int ShineFade = Shader.PropertyToID("_ShineFade");
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#region 插头当前信息
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private Vector3 _startPos;
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private readonly Vector3 _pickupOffset = new(0, 0, 0);
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private readonly Quaternion _pickupRotationOffset = Quaternion.Euler(0, 0, 30);
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private readonly Quaternion _initRotation = Quaternion.Euler(0, 0, 180);
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#endregion
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#region 索引
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private CableSystem _cableSystem;
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private SpriteRenderer _sprite;
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private Transform _plugRootPos;
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private EventTriggerEx _trigger;
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#endregion
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private bool _isDragging;
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private bool _isPhysicCableActive;
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private void Awake()
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{
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InitComponentRef();
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EventRegister();
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_startPos = new Vector3(transform.position.x + 0.3f, transform.position.y - 2f,
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transform.position.z); // 初始化时记录初始位置
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}
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private void InitComponentRef()
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{
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_cableSystem = transform.parent.GetComponent<CableSystem>();
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_sprite = GetComponent<SpriteRenderer>();
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_plugRootPos = transform.Find("Plug Root Pos");
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_trigger = GetComponent<EventTriggerEx>();
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// 处理插头高亮
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_sprite.material.SetFloat(ShineFade, GlobalVariableKit.IsPlugHighLight ? 1 : 0);
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}
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private void EventRegister()
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{
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_trigger.Register(EventTriggerType.Drag, OnDrag);
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_trigger.Register(EventTriggerType.PointerDown, OnPointerDown);
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_trigger.Register(EventTriggerType.PointerUp, OnPointerUp);
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}
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/// <summary>
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/// 插入某个socket
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/// </summary>
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/// <param name="targetSocket">目标socket</param>
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private void InsertSocket(ISocket targetSocket)
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{
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// 修改插头位置
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transform.position = targetSocket.GetSocketPos();
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_cableSystem.CableRef.SetEndPos(transform);
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// 处理插槽插入
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targetSocket.PlugIn();
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AudioManager.Instance.PlaySfx("event:/FollowInput/plugin");
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_sprite.enabled = false;
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_cableSystem.curSocket = targetSocket;
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if (targetSocket is BodyModule bodyModule)
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{
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// 插入模块时触发插入事件
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EnumEventSystem.Global.Send(EventEnum.PlugIn);
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_cableSystem.curBodyModule = bodyModule;
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}
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}
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/// <summary>
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/// 从某个Socket拔出来
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/// </summary>
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public void PullUpSocket()
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{
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// 修改线头位置
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_cableSystem.CableRef.SetEndPos(_plugRootPos);
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_cableSystem.curSocket?.PlugOut();
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AudioManager.Instance.PlaySfx("event:/FollowInput/plugout");
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_sprite.enabled = true;
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if (_cableSystem.curSocket is BodyModule)
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{
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// 从模块拔出时触发事件
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EnumEventSystem.Global.Send(EventEnum.PlugOut);
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_cableSystem.curBodyModule = null;
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}
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_cableSystem.curSocket = null;
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}
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private void OnDrag(BaseEventData eventData)
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{
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// 系统被锁定就返回
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if (!_cableSystem.IsPlugAvailable())
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{
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Debug.Log("OnDrag - System not available");
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return;
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}
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// 未被拖拽也返回
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if (!_isDragging)
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{
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Debug.Log("OnDrag - Not dragging");
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return;
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}
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if (eventData is PointerEventData pointerData)
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{
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transform.position = CameraKit.GetMouseWorldPos(pointerData.position);
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}
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}
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private void OnPointerDown(BaseEventData eventData)
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{
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if (eventData is PointerEventData { button: PointerEventData.InputButton.Right })
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{
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return;
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}
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GetComponent<SpriteRenderer>().sortingLayerName = "Tools";
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GetComponent<SpriteRenderer>().sortingOrder = 48;
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// 系统被锁定就返回
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if (!_cableSystem.IsPlugAvailable()) return;
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// 首次拖拽后关闭高亮
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if (GlobalVariableKit.IsPlugHighLight)
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{
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GlobalVariableKit.IsPlugHighLight = false;
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_sprite.material.SetFloat(ShineFade, 0);
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DialogController.Instance.StartDialogNode("拿起插头");
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}
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// 开启拖拽
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_isDragging = true;
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// 进行插拔动作
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if (_cableSystem.curSocket != null) PullUpSocket();
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// 调整插头形状
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AdjustPlugPos();
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// 关闭 PhysicCable 的更新,并显示 Cable 的 LineRenderer
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_cableSystem.PhysicCableRef.GetComponent<LineRenderer>().enabled = false;
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_isPhysicCableActive = false;
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_cableSystem.CableRef.ShowCable();
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// 打开所有模块
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FixSystemCenter.SystemDic.Get<BodyModuleSystem>().OpenModuleSlots();
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AudioManager.Instance.PlaySfx("event:/ActionFB/mods_open");
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AudioManager.Instance.PlaySfx("event:/FollowInput/plugpick");
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}
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private void OnPointerUp(BaseEventData eventData)
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{
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Debug.Log("OnPointerUp");
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if (eventData is PointerEventData { button: PointerEventData.InputButton.Right })
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{
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return;
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}
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// 停止拖拽
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_isDragging = false;
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// 寻找可吸附的Module
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if (_cableSystem.TryFindClosestModule(transform.position, out var targetModule))
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{
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// 找到了就插入目标Module
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InsertSocket(targetModule);
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FixSystemCenter.SystemDic.Get<BodyModuleSystem>().CloseModuleSlots(targetModule);
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}
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else
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{
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// 没找到就回到初始位置
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ReturnToStartPosition();
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FixSystemCenter.SystemDic.Get<BodyModuleSystem>().CloseModuleSlots(null);
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}
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}
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public void ReturnToStartPosition()
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{
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PlugPosBack();
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transform.DOMove(_startPos, 0.1f).OnComplete(() =>
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{
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_cableSystem.CableReelRef.ResetRotation();
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SwitchToPhysicCableState();
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});
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}
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private void AdjustPlugPos()
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{
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transform.position += _pickupOffset;
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transform.rotation = _pickupRotationOffset;
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}
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private void PlugPosBack()
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{
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transform.position -= _pickupOffset;
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transform.rotation = _initRotation;
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}
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public void SwitchToPhysicCableState()
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{
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_cableSystem.PhysicCableRef.Init(transform.position);
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_cableSystem.CableRef.HideCable();
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_cableSystem.PhysicCableRef.GetComponent<LineRenderer>().enabled = true;
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_isPhysicCableActive = true;
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}
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public void SetPhysicCableActive(bool active)
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{
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_isPhysicCableActive = active;
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}
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private void Update()
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{
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if (_isPhysicCableActive && !_cableSystem.isCableRetracted)
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{
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_cableSystem.PhysicCableRef.physicLine.UpdatePlug(transform);
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}
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}
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void OnDrawGizmosSelected()
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{
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Gizmos.color = Color.yellow;
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Gizmos.DrawWireSphere(transform.position, 0.5f);
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}
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public bool IsActive => true;
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public bool IsAvailable => _cableSystem.BodyModuleSystem.isAvailable && !_cableSystem.isCableRetracted;
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public GameObject GetGameObject()
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{
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return gameObject;
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}
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public Vector3 GetStartPos()
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{
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return _startPos;
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}
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}
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} |