Added stations to loadout generator Overhauled Trade menu to sell station inventory contents Placing stations in ZoneGenerator Moved weapons to new item type: WeaponItemData Implemented icon sets for weapon functionality Renamed MegaCorporation to Faction Implemented quality-dependent item pricing Added unoccupied space helper function for entity Moved sector generation settings to settings file
305 lines
12 KiB
C#
305 lines
12 KiB
C#
using System;
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using System.Collections;
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using System.Collections.Generic;
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using System.Linq;
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using TMPro;
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using UnityEngine;
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using UnityEngine.UI;
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using Unity.Mathematics;
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using UnityEngine.Serialization;
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using static Unity.Mathematics.math;
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public class SchematicDisplay : MonoBehaviour
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{
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public GameSettings Settings;
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public Prototype ListElementPrototype;
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public Prototype TriggerGroupPrototype;
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public Color HeaderElementEnabledColor;
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public Color HeaderElementDisabledColor;
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public GameObject OverrideIcon;
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public float OverrideIconBlinkSpeed;
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public GameObject ShieldIcon;
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public Image HeatsinkBackground;
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public TextMeshProUGUI EnergyLabel;
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public TextMeshProUGUI CockpitTemperatureLabel;
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public TextMeshProUGUI RadiatorTemperatureLabel;
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[FormerlySerializedAs("HeatsinkTemperatureLabel")] public TextMeshProUGUI HeatStorageTemperatureLabel;
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public TextMeshProUGUI CargoTemperatureLabel;
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public TextMeshProUGUI VisibilityLabel;
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public TextMeshProUGUI HullDurabilityLabel;
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public TextMeshProUGUI DistanceLabel;
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public RectTransform EnergyFill;
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public RectTransform HullDurabilityFill;
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public RectTransform HeatstrokeMeterFill;
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public RectTransform HeatstrokeLimitFill;
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public CanvasGroup TriggerGroups;
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public float TriggerGroupsFadeDuration = .5f;
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public float TriggerGroupsPersistDuration = 5f;
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public Color TriggerGroupColor;
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private Entity _entity;
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private EquippableItem _hull;
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private Radiator[] _radiators;
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private Cockpit _cockpit;
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private Reactor _reactor;
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private Capacitor[] _capacitors;
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private HeatStorage[] _heatStorages;
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private EquippedCargoBay[] _cargoBays;
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private SchematicDisplayItem[] _schematicItems;
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private Graphic[] _groupGraphics;
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private int _selectedGroupIndex;
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private int _selectedItemIndex;
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private bool _triggerGroupsVisible;
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private float _triggerGroupsFadeOutTime;
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private bool _enemy;
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private Entity _player;
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public SchematicDisplayItem[] SchematicItems
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{
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get { return _schematicItems; }
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}
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public int SelectedItemIndex
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{
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get => _selectedItemIndex;
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set
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{
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_selectedItemIndex = (value + _schematicItems.Length) % _schematicItems.Length;
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UpdateTriggerGroups();
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}
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}
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public int SelectedGroupIndex
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{
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get => _selectedGroupIndex;
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set
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{
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_selectedGroupIndex = (value + Settings.GameplaySettings.TriggerGroupCount) % Settings.GameplaySettings.TriggerGroupCount;
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UpdateTriggerGroups();
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}
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}
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public class SchematicDisplayItem
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{
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public EquippedItem Item;
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public SchematicListElement ListElement;
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public SchematicTriggerGroupElement TriggerGroupElement;
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public IProgressBehavior Cooldown;
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// public ItemUsage ItemUsage;
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public Weapon Weapon;
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}
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public void ShowShip(Entity entity, Entity player = null)
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{
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_enemy = player != null;
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_player = player;
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if (_schematicItems != null)
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foreach (var item in _schematicItems)
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{
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item.ListElement.GetComponent<Prototype>().ReturnToPool();
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item.TriggerGroupElement?.GetComponent<Prototype>().ReturnToPool();
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}
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_entity = entity;
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if (!_enemy)
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{
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_cockpit = entity.GetBehavior<Cockpit>();
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_reactor = entity.GetBehavior<Reactor>();
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_capacitors = entity.GetBehaviors<Capacitor>().ToArray();
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_radiators = entity.GetBehaviors<Radiator>().ToArray();
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if (_radiators.Length == 0)
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RadiatorTemperatureLabel.text = "N/A";
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_heatStorages = entity.GetBehaviors<HeatStorage>().ToArray();
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if (_heatStorages.Length == 0)
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HeatStorageTemperatureLabel.text = "N/A";
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_cargoBays = entity.CargoBays.ToArray();
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if (_cargoBays.Length == 0)
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CargoTemperatureLabel.text = "N/A";
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}
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_schematicItems = entity.Equipment
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.Where(x => x.Behaviors.Any(b => b.Data is WeaponData))
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.Select(x => new SchematicDisplayItem
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{
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Item = x,
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ListElement = ListElementPrototype.Instantiate<SchematicListElement>(),
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TriggerGroupElement = _enemy ? null : TriggerGroupPrototype.Instantiate<SchematicTriggerGroupElement>(),
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Cooldown = _enemy ? null : (IProgressBehavior) x.Behaviors.FirstOrDefault(b=> b is IProgressBehavior),
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// ItemUsage = _enemy ? null : (ItemUsage) x.Behaviors.FirstOrDefault(b=> b is ItemUsage),
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Weapon = (Weapon) x.Behaviors.FirstOrDefault(b=>b is Weapon)
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})
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.ToArray();
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foreach (var x in _schematicItems)
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{
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if(x.Item.Data is WeaponItemData weaponItemData)
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x.ListElement.ShowWeapon(weaponItemData);
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//x.ListElement.Label.text = x.Item.EquippableItem.Name;
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if (!_enemy)
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{
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x.ListElement.InfiniteAmmoIcon.gameObject.SetActive(x.Weapon.WeaponData.AmmoType == Guid.Empty);
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x.ListElement.AmmoLabel.gameObject.SetActive(x.Weapon.WeaponData.AmmoType != Guid.Empty);
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foreach (var group in x.TriggerGroupElement.GroupBackgrounds)
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group.color = TriggerGroupColor;
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}
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}
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if (!_enemy)
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UpdateTriggerGroups();
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}
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public void UpdateTriggerGroups()
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{
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if (!_triggerGroupsVisible)
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{
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StartCoroutine(FadeInTriggerGroups());
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_triggerGroupsVisible = true;
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}
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_triggerGroupsFadeOutTime = Time.time + TriggerGroupsPersistDuration;
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for (var itemIndex = 0; itemIndex < _schematicItems.Length; itemIndex++)
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{
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var item = _schematicItems[itemIndex];
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for (var groupIndex = 0; groupIndex < item.TriggerGroupElement.GroupBackgrounds.Length; groupIndex++)
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{
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var backgroundColor = TriggerGroupColor;
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if (_selectedGroupIndex == groupIndex)
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backgroundColor.a *= 2;
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if (_selectedItemIndex == itemIndex)
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backgroundColor.a *= 2;
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item.TriggerGroupElement.GroupBackgrounds[groupIndex].color = backgroundColor;
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item.TriggerGroupElement.GroupLabel[groupIndex].color =
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_entity.TriggerGroups[groupIndex].items.Contains(item.Item) ? Color.white : Color.gray;
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}
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}
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}
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IEnumerator FadeInTriggerGroups()
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{
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var startTime = Time.time;
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while (Time.time - startTime < TriggerGroupsFadeDuration)
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{
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var lerp = (Time.time - startTime) / TriggerGroupsFadeDuration;
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TriggerGroups.alpha = lerp;
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yield return null;
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}
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TriggerGroups.alpha = 1;
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}
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IEnumerator FadeOutTriggerGroups()
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{
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var startTime = Time.time;
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while (Time.time - startTime < TriggerGroupsFadeDuration)
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{
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var lerp = (Time.time - startTime) / TriggerGroupsFadeDuration;
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TriggerGroups.alpha = 1-lerp;
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yield return null;
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}
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TriggerGroups.alpha = 0;
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}
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void Update()
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{
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if (_triggerGroupsVisible && _triggerGroupsFadeOutTime < Time.time)
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{
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_triggerGroupsVisible = false;
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StartCoroutine(FadeOutTriggerGroups());
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}
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if (_entity != null)
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{
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if (!_enemy)
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{
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OverrideIcon.SetActive(_entity.OverrideShutdown && cos(Time.time * OverrideIconBlinkSpeed) > 0);
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ShieldIcon.SetActive(_entity.Shield!=null && _entity.Shield.Item.Active.Value);
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if (_radiators.Length == 1)
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RadiatorTemperatureLabel.text = $"{((int)(_radiators[0].Temperature - 273.15f)).ToString()}°C";
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else if (_radiators.Length > 1)
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RadiatorTemperatureLabel.text =
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$"{((int)(_radiators.Min(r => r.Temperature) - 273.15f)).ToString()}-" +
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$"{((int)(_radiators.Max(r => r.Temperature) - 273.15f)).ToString()}°C";
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HeatsinkBackground.color = _entity.HeatsinksEnabled ? HeaderElementEnabledColor : HeaderElementDisabledColor;
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if (_heatStorages.Length == 1)
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HeatStorageTemperatureLabel.text = $"{((int)(_heatStorages[0].Item.Temperature - 273.15f)).ToString()}°C";
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else if (_heatStorages.Length > 1)
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HeatStorageTemperatureLabel.text =
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$"{((int)(_heatStorages.Min(r => r.Item.Temperature) - 273.15f)).ToString()}-" +
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$"{((int)(_heatStorages.Max(r => r.Item.Temperature) - 273.15f)).ToString()}°C";
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if (_cargoBays.Length == 1)
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CargoTemperatureLabel.text = $"{((int)(_cargoBays[0].Temperature - 273.15f)).ToString()}°C";
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else if (_cargoBays.Length > 1)
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CargoTemperatureLabel.text =
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$"{((int)(_cargoBays.Min(r => r.Temperature) - 273.15f)).ToString()}-" +
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$"{((int)(_cargoBays.Max(r => r.Temperature) - 273.15f)).ToString()}°C";
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if(_cockpit != null)
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{
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CockpitTemperatureLabel.text = $"{((int) (_cockpit.Item.Temperature - 273.15f)).ToString()}°C";
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HeatstrokeMeterFill.anchorMax = new Vector2(_entity.Heatstroke, 1);
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HeatstrokeLimitFill.anchorMax = new Vector2(_cockpit.Item.Temperature / Settings.GameplaySettings.HeatstrokeTemperature, 1);
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}
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if (_capacitors.Length == 0)
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{
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EnergyFill.anchorMax = Vector2.up;
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EnergyLabel.text = _reactor.Draw.SignificantDigits(3);
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}
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else
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{
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var charge = _capacitors.Sum(x => x.Charge);
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var maxCharge = _capacitors.Sum(x => x.Capacity);
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EnergyFill.anchorMax = new Vector2(charge / maxCharge, 1);
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EnergyLabel.text = $"{((int)charge).ToString()}/{((int)maxCharge).ToString()} + ({((int)_reactor.Draw).ToString()})";
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}
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}
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else
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{
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DistanceLabel.text = $"{(int)length(_entity.Position - _player.Position)}";
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}
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VisibilityLabel.text = ((int)_entity.Visibility).ToString();
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_hull = _entity.Hull;
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var hullData = _entity.ItemManager.GetData(_hull);
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var dur = _hull.Durability / hullData.Durability;
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HullDurabilityFill.anchorMax = new Vector2(dur, 1);
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HullDurabilityLabel.text = $"{(dur*100).SignificantDigits(3)}%";
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foreach (var x in _schematicItems)
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{
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if (!_enemy)
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{
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var itemData = _entity.ItemManager.GetData(x.Item.EquippableItem);
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x.ListElement.HeatFill.anchorMax = new Vector2(unlerp(itemData.MinimumTemperature, itemData.MaximumTemperature, x.Item.Temperature), 0);
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if (x.Cooldown != null)
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x.ListElement.CooldownFill.anchorMax = new Vector2(x.Cooldown.Progress, 1);
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x.ListElement.DurabilityLabel.text = $"{(int)(x.Item.EquippableItem.Durability / itemData.Durability * 100)}%";
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if (x.Weapon.WeaponData.AmmoType != Guid.Empty)
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{
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if(x.Weapon.WeaponData.MagazineSize > 1)
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x.ListElement.AmmoLabel.text = x.Weapon.Ammo.ToString();
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else
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x.ListElement.AmmoLabel.text = _entity.CountItemsInCargo(x.Weapon.WeaponData.AmmoType).ToString();
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}
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}
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if (x.Weapon.WeaponData != null)
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{
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x.ListElement.RangeLabel.text = ((int) x.Weapon.Range).ToString();
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}
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}
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}
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}
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}
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