using System; using UnityEngine; public class OnaholeReactionManager : MonoBehaviour { public Maid maid { get; private set; } public bool highlightHeart { get { return this.highlightHeart_; } set { this.highlightHeart_ = value; if (this.highlightHeart_ && this.highlightHide_) { this.highlightHide_ = false; } this.UpdateHighligParts(); } } public bool highlightHide { get { return this.highlightHide_; } set { this.highlightHide_ = value; if (this.highlightHide_ && this.highlightHeart_) { this.highlightHeart_ = false; } this.UpdateHighligParts(); } } public bool runnyNoseEffect { get { return this.runnyNoseEffect_; } set { if (this.isReady) { this.CallReactionFile("*鼻水", value); } this.runnyNoseEffect_ = value; } } public bool saladEffect { get { return this.saladEffect_; } set { if (this.isReady) { this.CallReactionFile("*涎", value); } this.saladEffect_ = value; } } public bool sweatEffect { get { return this.sweatEffect_; } set { if (this.isReady) { this.CallReactionFile("*汗", value); } this.sweatEffect_ = value; } } public bool breatheEffect { get { return this.breatheEffect_; } set { if (this.breatheObject != null) { this.breatheObject.SetActive(value); } this.breatheEffect_ = value; } } private void Awake() { this.maid = base.GetComponent(); this.ReadyCheck(); } private void OnDestroy() { if (!this.isReady) { return; } if (this.breatheObject != null) { this.maid.DelPrefab("夜伽_吐息"); } if (this.maid == null || this.maid.body0 == null || !this.maid.body0.isLoadedBody) { return; } bool visible = this.maid.Visible; if (this.runnyNoseEffect) { this.runnyNoseEffect = false; } if (this.saladEffect) { this.saladEffect = false; } if (this.sweatEffect) { this.sweatEffect = false; } if (this.breatheEffect) { this.breatheEffect = false; } if (this.highlightHeart) { this.highlightHeart = false; } if (this.highlightHide) { this.highlightHide = false; } if (this.maid.Visible != visible) { this.maid.Visible = visible; } } private void Start() { if (this.maid == null) { this.maid = base.GetComponent(); } this.ReadyCheck(); } public void SetMaid(Maid maid) { if (this.maid == null || maid != null) { this.maid = maid; this.ReadyCheck(); } else if (this.maid != null) { Debug.LogWarning("OnaholeReactionManager::SetMaid Error:すでにメイドはセットされています"); } } public void ResetReaction() { this.highlightHeart = false; this.highlightHide = false; this.runnyNoseEffect = false; this.saladEffect = false; this.sweatEffect = false; this.breatheEffect = false; } private void Update() { if (!this.isReady) { this.ReadyCheck(); } } private void ReadyCheck() { if (this.isReady || this.maid == null || this.maid.body0 == null || !this.maid.body0.isLoadedBody || this.maid.IsAllProcPropBusy) { return; } this.isReady = true; if (this.breatheObject == null) { this.maid.AddPrefab("Particle/pToiki", "夜伽_吐息", "Bip01 Head", new Vector3(0.042f, 0.076f, 0f), new Vector3(-90f, 90f, 0f)); this.breatheObject = this.maid.GetPrefab("夜伽_吐息"); this.breatheEffect = this.breatheEffect_; } this.sweatEffect = this.sweatEffect_; this.UpdateHighligParts(); } private void CallReactionFile(string label, bool enabled) { if (!this.isReady) { return; } if (this.maid.ActiveSlotNo < 0) { Debug.LogWarning("リアクションファイルを呼び出そうとしましたが、メイドがActiveではありません"); return; } GameMain.Instance.ScriptMgr.EvalScript("tf['痕メイド'] = " + this.maid.ActiveSlotNo.ToString()); GameMain.Instance.ScriptMgr.EvalScript("tf['痕遅延'] = 0"); if (!enabled) { label += "_削除"; } GameMain.Instance.ScriptMgr.LoadTempScript("CBLReactionFile.ks", label); GameMain.Instance.ScriptMgr.tmp_kag.Exec(); } private void UpdateHighligParts() { if (!this.isReady) { return; } string text = string.Empty; if (this.highlightHeart) { text = "_i_skinhi_nky003.menu"; } if (this.highlightHide_) { text = "_i_skinhi002.menu"; } if (string.IsNullOrEmpty(text)) { this.maid.ResetProp(MPN.eye_hi, true); } else { this.maid.SetProp(MPN.eye_hi, text, 0, true, false); } this.maid.AllProcProp(); } private const string kHighlightNoneMenuFile = "_i_skinhi002.menu"; private const string kHighlightHeartMenuFile = "_i_skinhi_nky003.menu"; private bool isReady; private bool runnyNoseEffect_; private bool saladEffect_; private bool sweatEffect_; private bool breatheEffect_; private bool highlightHide_; private bool highlightHeart_; private GameObject breatheObject; }