using System; using System.Collections; using UnityEngine; public class StoryE23P1 : BaseBehaviour { private void Start() { bool flag = R.Player.Transform.position.x < base.transform.position.x; if (flag) { base.StartCoroutine(this.Sequence0()); } else { this._doorCollider.SetActive(true); } } private void OnDestroy() { if (!SingletonMono.ApplicationIsQuitting) { R.Ui.Tutorial.Hide(new int?(0)); } } public IEnumerator Sequence0() { while (R.Player.ActionController == null) { yield return null; } this._outerDoor.state.SetAnimation(0, "CloseToOpen", false); this._door.state.SetAnimation(0, "CloseToOpen", false); R.Player.ActionController.ChangeState(PlayerAction.StateEnum.Idle); R.Player.ActionController.TurnRound(1); R.Player.ActionController.StartMove(); InputSetting.Stop(false); yield return new WaitForSeconds(1.2f); R.Player.ActionController.StopMove(); yield return new WaitForSeconds(0.3f); this._doorCollider.SetActive(true); this._outerDoor.state.SetAnimation(0, "OpenToClose", false); this._door.state.SetAnimation(0, "OpenToClose", false); yield return new WaitForSeconds(1f); if (!InputSetting.IsWorking()) { InputSetting.Resume(false); } R.Ui.Tutorial.Show(0); yield return new WaitForSeconds(10f); R.Ui.Tutorial.Hide(new int?(0)); yield break; } [SerializeField] private SkeletonAnimation _door; [SerializeField] private SkeletonAnimation _outerDoor; [SerializeField] private GameObject _doorCollider; }