using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using DG.Tweening;
using Sirenix.OdinInspector;
using UnityEngine.SceneManagement;
using UnityEngine.InputSystem;
///
/// 直译转移,控制玩家在关卡间的切换
///
public class Transfer : EntryTrigger
{
///
/// 对应进度和场景名称
///
[DictionaryDrawerSettings][ShowInInspector][ReadOnly]
public static Dictionary proToScene;
private MyPlayer player;
private Blcak blcakHori;
private Blcak blcakVert;
public Blcak.Type transType;
void Start(){
proToScene = new Dictionary();
//将场景连成线
proToScene.Add(MyPlayer.Progress.刚开,"Fo");
proToScene.Add(MyPlayer.Progress.通Fo,"DiZangStageTest");
proToScene.Add(MyPlayer.Progress.通佛,"cun");
proToScene.Add(MyPlayer.Progress.过佛,"Yi");
proToScene.Add(MyPlayer.Progress.通Yi,"TeLuoYiStageTest");
proToScene.Add(MyPlayer.Progress.通伊,"cun");
proToScene.Add(MyPlayer.Progress.过伊,"Ji");
proToScene.Add(MyPlayer.Progress.通Ji,"YiSaStageTest");
proToScene.Add(MyPlayer.Progress.通基,"cun");
proToScene.Add(MyPlayer.Progress.过基,"cun");
//找到必要的游戏物体和组件
player = FindObjectOfType();
}
public override void OnCall(){
StartCoroutine(Trans());
}
private IEnumerator Trans(){
yield return new WaitForEndOfFrame();
//找到转场块
blcakHori = GameObject.Find("转场块(水平").GetComponent();
blcakVert = GameObject.Find("转场块(竖直").GetComponent();
//关闭操作地图
player.GetComponent().SwitchCurrentActionMap("NullMap");
//令玩家一直向右移动
if(!player.isDead) player.inputDir = 1;
//呼出黑块
if(transType == Blcak.Type.水平) blcakHori.OnCall(transType);
if(transType == Blcak.Type.竖直) blcakVert.OnCall(transType);
//等待黑幕转到all状态,转移到下一个场景
yield return new WaitUntil(
() => {
if(transType == Blcak.Type.水平){
return (blcakHori.state == Blcak.State.全);
}
else{
return (blcakVert.state == Blcak.State.全);
}
}
);
SceneManager.LoadScene(proToScene[MyPlayer.progress]);
}
}