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BeatSaber/Assets/VRBeatsKit/Modules/VRSDK/Other/DemoScene.cs
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using UnityEngine;
using UnityEngine.SceneManagement;
using System.Collections;
namespace VRSDK
{
/// this is just code for handling the demo scene logic, nothing important happens here
public class DemoScene : MonoBehaviour
{
[SerializeField] private EnemySpawner[] enemySpawnerArray = null;
[SerializeField] private GameObject spawnPrefab = null;
[SerializeField] private Transform spawnPoint = null;
[SerializeField] private Animator doorAnimator = null;
private bool doorState = false;
private bool canSetTrigger = true;
private bool desireDoorState = false;
private float currentLeverValue = 0.0f;
private bool isSpawningEnemies = false;
private VR_ScreenFader gameOverScreenFader = null;
private void Start()
{
Player player = FindObjectOfType<Player>();
gameOverScreenFader = player.GameOverScreenFader;
}
//called when the black button gets pressed
public void OnButtonPressed()
{
Instantiate(spawnPrefab , spawnPoint.position + Random.insideUnitSphere , spawnPoint.rotation);
}
private void Update()
{
//if we want to spawn enemies and the door is close open it
if (isSpawningEnemies && !desireDoorState)
{
doorAnimator.SetTrigger( "Open" );
return;
}
//if the lever is on the open zone
if (currentLeverValue >= 0.9f)
{
if (!doorState && canSetTrigger)
{
canSetTrigger = false;
desireDoorState = true;
doorAnimator.SetTrigger( "Open" );
}
}
//if the lever is on the closed zone
else if (currentLeverValue <= 0.1f)
{
if (doorState && canSetTrigger)
{
canSetTrigger = false;
desireDoorState = false;
doorAnimator.SetTrigger( "Close" );
}
}
}
//called when the lever value change, in other words when you move the lever
public void OnLeverValueChange(float v)
{
currentLeverValue = v;
}
public void SetDoorState( bool state)
{
doorState = state;
canSetTrigger = true;
}
public void EnableEnemySpawning()
{
if (isSpawningEnemies)
return;
StartCoroutine( EnableEnemySpawningRoutine() );
}
private IEnumerator EnableEnemySpawningRoutine()
{
isSpawningEnemies = true;
//the door is open start spawning right now
if (doorState)
{
EnableAllEnemySpawners();
}
//the door is closed let's wait for it to open
else
{
yield return new WaitForSeconds(5.0f);
EnableAllEnemySpawners();
}
}
private void EnableAllEnemySpawners()
{
for (int n = 0; n < enemySpawnerArray.Length; n++)
{
enemySpawnerArray[n].enabled = true;
}
}
public void GameOver()
{
gameOverScreenFader.FadeIn(1.5f , delegate
{
SceneManager.LoadScene( SceneManager.GetActiveScene().name );
} );
}
}
}