Cyber/Assets/Scripts/Entities/SyncBases/BlinkyBox.cs

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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.Networking;
using Cyber.Networking;
using Cyber.Console;
using System;
namespace Cyber.Entities.SyncBases {
/// <summary>
/// Object that blinks when interacted with.
/// </summary>
public class BlinkyBox : Interactable {
/// <summary>
/// The lamp mesh that will blink.
/// </summary>
public MeshRenderer Mesh;
/// <summary>
/// How long the blink lasts.
/// </summary>
public float BlinkLength = 1f;
/// <summary>
/// How bright the light is (upwards of 1 for the bloom to kick in)
/// </summary>
public float BlinkBrightness = 1.5f;
/// <summary>
/// The color of the blink.
/// </summary>
public Color BlinkColor = new Color(1f, 0.6f, 0f);
private double BlinkTime = 0;
private Material Material;
/// <summary>
/// When a BlinkyBox is interacted with, it blinks once, light lasting
/// for <see cref="BlinkLength"/> seconds.
/// </summary>
public override void Interact() {
BlinkTime = NetworkHelper.GetCurrentSystemTime();
}
/// <summary>
/// Does nothing, because it doesn't need to synced.
/// </summary>
/// <param name="reader"></param>
public override void Deserialize(NetworkReader reader) {}
/// <summary>
/// Does nothing, because it doesn't need to synced.
/// </summary>
/// <param name="writer"></param>
public override void Serialize(NetworkWriter writer) {
}
public override InteractableSyncdata GetInteractableSyncdata() {
return new InteractableSyncdata(false, true);
}
/// <summary>
/// The blinky box doesn't need a hash and it should update every 5 ticks.
/// </summary>
/// <returns>Sync Handletype containing sync information.</returns>
public override SyncHandletype GetSyncHandletype() {
return new SyncHandletype(false, 5);
}
private void Start() {
Material = Mesh.material;
}
private void Update() {
float Time = (float) (NetworkHelper.GetCurrentSystemTime() - BlinkTime);
if (Time < BlinkLength) {
float Brightness = (1f - Time / BlinkLength) * BlinkBrightness;
Color NewColor = new Color(Brightness * BlinkColor.r,
Brightness * BlinkColor.g, Brightness * BlinkColor.b);
Material.SetColor("_EmissionColor", NewColor);
}
}
}
}