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IntroSequence1stPerson.js
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#pragma strict
var PlayerController : MoveController;
var ScoreController : ScoreController;
var LifeController : lifeCountdown;
var DeathGUITrigger : IntroUITrigger;
var destructible : ProjectileDestroy;
var shardColor : Color;
function Start () {
PlayerController = GetComponent("MoveController");
ScoreController = GetComponent("ScoreController");
LifeController = GetComponent("lifeCountdown");
if (!FallingLaunch.NewGamePlus) {
PlayerController.enabled = false;
ScoreController.enabled = false;
if (!FallingLaunch.isVRMode) {
FallingPlayer.UIscriptComponent.HideGUI();
}
} else if (FallingLaunch.NewGamePlus) {
PlayerController.enabled = true;
ScoreController.enabled = true;
LifeController.enabled = true;
if (!FallingLaunch.isVRMode) {
FallingPlayer.UIscriptComponent.UnhideGUI();
}
}
// Disable all shards' self-destruction scripts so they don't vanish
// before the player triggers their fall:
for (var shard : GameObject in GameObject.FindGameObjectsWithTag("Shard")) {
destructible = shard.GetComponent(ProjectileDestroy);
var shardRenderer : Renderer = shard.GetComponent.<Renderer>();
shardRenderer.enabled = false;
shard.GetComponent.<Rigidbody>().isKinematic = true;
destructible.enabled = false;
shardColor = shardRenderer.material.color;
}
}
function EndIntro (playAudio : boolean) {
PlayerController.enabled = true;
ScoreController.enabled = true;
LifeController.enabled = true;
if (!FallingLaunch.NewGamePlus) {
FallingPlayer.UIscriptComponent.UnhideGUI();
}
if (FallingLaunch.isVRMode) {
FallingPlayer.reticleVRUIScript.FadeReticleIn(1.5);
}
for (var shard : GameObject in GameObject.FindGameObjectsWithTag("Shard")) {
destructible = shard.GetComponent(ProjectileDestroy);
shard.GetComponent.<Rigidbody>().isKinematic = false;
//yield WaitForSeconds(.25);
var shardAudio : AudioSource = shard.GetComponent.<AudioSource>();
if (shardAudio && playAudio) {shardAudio.Play();}
shard.GetComponent.<Renderer>().enabled = true;
destructible.enabled = true;
}
var start = shardColor;
var end = Color.black;
var i = 0.0;
var step = 1.0/5;
while (i <= 1.0) {
i += step * Time.deltaTime;
for(var shard : GameObject in GameObject.FindGameObjectsWithTag("Shard"))
shard.GetComponent.<Renderer>().material.color = Color.Lerp(start, end, i);
yield;
}
}
function DeathHelp() {
DeathGUITrigger.ShowHelpAfterDeath();
}