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Recontainer.cs
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Recontainer.cs
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// -----------------------------------------------------------------------
// <copyright file="Recontainer.cs" company="Exiled Team">
// Copyright (c) Exiled Team. All rights reserved.
// Licensed under the CC BY-SA 3.0 license.
// </copyright>
// -----------------------------------------------------------------------
namespace Exiled.API.Features
{
using System.Collections.Generic;
using System.Linq;
using Enums;
using Exiled.API.Features.Doors;
using PlayerRoles.PlayableScps.Scp079;
using UnityEngine;
/// <summary>
/// A wrapper class for <see cref="Scp079Recontainer"/>.
/// </summary>
public static class Recontainer
{
/// <summary>
/// Gets the base <see cref="Scp079Recontainer"/>.
/// </summary>
public static Scp079Recontainer Base { get; internal set; }
/// <summary>
/// Gets a <see cref="IEnumerable{T}"/> of <see cref="Door"/> which contains all the <see cref="Door"/> instances used for the containment zone.
/// </summary>
public static IEnumerable<Door> ContainmentGates => Door.Get(door => Base._containmentGates.Contains(door.Base));
/// <summary>
/// Gets a value indicating whether the C.A.S.S.I.E is currently busy.
/// </summary>
public static bool IsCassieBusy => Base.CassieBusy;
/// <summary>
/// Gets or sets a value indicating whether the containment zone is open.
/// </summary>
public static bool IsContainmentZoneOpen
{
get => ContainmentGates.All(door => door.IsOpen);
set => Base.SetContainmentDoors(value, IsContainmentZoneLocked);
}
/// <summary>
/// Gets or sets a value indicating whether the containment zone is locked.
/// </summary>
public static bool IsContainmentZoneLocked
{
get => ContainmentGates.All(door => door.IsLocked);
set => Base.SetContainmentDoors(IsContainmentZoneOpen, value);
}
/// <summary>
/// Gets or sets the delay to wait before overcharging.
/// </summary>
public static float OverchargeDelay
{
get => Base._activationDelay;
set => Base._activationDelay = value;
}
/// <summary>
/// Gets or sets the lockdown duration.
/// </summary>
public static float LockdownDuration
{
get => Base._lockdownDuration;
set => Base._lockdownDuration = value;
}
/// <summary>
/// Gets the activator button's <see cref="GameObject"/>.
/// </summary>
public static GameObject ActivatorButton => Base._activatorButton.gameObject;
/// <summary>
/// Gets or sets the <see cref="ActivatorButton"/>'s position.
/// </summary>
public static Vector3 ActivatorButtonPosition
{
get => ActivatorButton.transform.localPosition;
set => ActivatorButton.transform.localPosition = value;
}
/// <summary>
/// Gets the activator's window.
/// </summary>
public static Window ActivatorWindow => Window.Get(Base._activatorGlass);
/// <summary>
/// Gets the activator's position.
/// </summary>
public static Vector3 ActivatorPosition => Base._activatorPos;
/// <summary>
/// Gets or sets the activator's lerp speed.
/// </summary>
public static float ActivatorLerpSpeed
{
get => Base._activatorLerpSpeed;
set => Base._activatorLerpSpeed = value;
}
/// <summary>
/// Gets or sets the announcement played to warn players about the contaiment sequence's progress.
/// </summary>
public static string ProgressAnnouncement
{
get => Base._announcementProgress;
set => Base._announcementProgress = value;
}
/// <summary>
/// Gets or sets the announcement played when counting down to overcharge.
/// </summary>
public static string CountdownAnnouncement
{
get => Base._announcementCountdown;
set => Base._announcementCountdown = value;
}
/// <summary>
/// Gets or sets the announcement played when the contaiment is successful done.
/// </summary>
public static string ContainmentSuccessAnnouncement
{
get => Base._announcementSuccess;
set => Base._announcementSuccess = value;
}
/// <summary>
/// Gets or sets the announcement played when the contaiment is failed.
/// </summary>
public static string ContainmentFailureAnnouncement
{
get => Base._announcementFailure;
set => Base._announcementFailure = value;
}
/// <summary>
/// Gets or sets the announcement played when all the generators have been activated.
/// </summary>
public static string AllGeneratorsActivatedAnnouncement
{
get => Base._announcementAllActivated;
set => Base._announcementAllActivated = value;
}
/// <summary>
/// Gets or sets a value indicating whether the containment sequence is done.
/// </summary>
public static bool IsContainmentSequenceDone
{
get => Base._alreadyRecontained;
set => Base._alreadyRecontained = value;
}
/// <summary>
/// Gets or sets a value indicating whether the containment sequence is successfully done.
/// </summary>
public static bool IsContainmentSequenceSuccessful
{
get => Base._success;
set => Base._success = value;
}
/// <summary>
/// Gets a <see cref="IEnumerable{T}"/> of <see cref="Door"/> which contains all the <see cref="Door"/> instances locked during the overcharge procedure.
/// </summary>
public static IEnumerable<Door> LockedDoors => Base._lockedDoors.Select(Door.Get);
/// <summary>
/// Tries to kill SCP-079.
/// </summary>
/// <returns><see langword="true"/> if SCP-079 was successfully contained; otherwise, <see langword="false"/>.</returns>
public static bool TryKillScp079() => Base.TryKill079();
/// <summary>
/// Playes an announcement.
/// </summary>
/// <param name="announcement">The announcement to play.</param>
/// <param name="glitchyMultiplier">The glitchy multiplier.</param>
public static void PlayAnnouncement(string announcement, float glitchyMultiplier) => Base.PlayAnnouncement(announcement, glitchyMultiplier);
/// <summary>
/// Begins the overcharge procedure.
/// </summary>
public static void BeginOvercharge() => Base.BeginOvercharge();
/// <summary>
/// Ends the overcharge procedure.
/// </summary>
public static void EndOvercharge() => Base.EndOvercharge();
/// <summary>
/// Announces the engagement status.
/// </summary>
public static void AnnounceEngagementStatus() => Base.UpdateStatus(Generator.Get(GeneratorState.Engaged).Count());
/// <summary>
/// Announces the engagement status.
/// </summary>
/// <param name="engagedGenerators">The engaged generators count.</param>
public static void AnnounceEngagementStatus(int engagedGenerators) => Base.UpdateStatus(engagedGenerators);
/// <summary>
/// Refreshes the engagement status.
/// </summary>
public static void RefreshEngamentStatus() => Base.RefreshAmount();
/// <summary>
/// Begins the recontainment procedure.
/// </summary>
public static void Recontain() => Base.Recontain();
/// <summary>
/// Refreshes the activator.
/// </summary>
public static void RefreshActivator() => Base.RefreshActivator();
/// <summary>
/// Breaks the glass protecting the activator button.
/// </summary>
public static void BreakGlass() => ActivatorWindow.BreakWindow();
}
}