Add a Hologram prefab and update buttons to support >1 targets
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parent
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169
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169
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@ -16,7 +16,7 @@ namespace Cyber.Entities.SyncBases {
|
||||
/// <summary>
|
||||
/// The interactable which this button will trigger.
|
||||
/// </summary>
|
||||
public Interactable WillTrigger;
|
||||
public Interactable[] WillTrigger;
|
||||
|
||||
/// <summary>
|
||||
/// The button mesh that will blink.
|
||||
@ -48,10 +48,12 @@ namespace Cyber.Entities.SyncBases {
|
||||
/// </summary>
|
||||
public override void Interact(SyncBase Trigger) {
|
||||
BlinkTime = Time.time;
|
||||
if (WillTrigger != null) {
|
||||
WillTrigger.Interact(this);
|
||||
if (WillTrigger.Length > 0) {
|
||||
foreach (Interactable Triggerable in WillTrigger) {
|
||||
Triggerable.Interact(this);
|
||||
}
|
||||
} else {
|
||||
Term.Println("FIXME: The button '" + gameObject.name + "' was pressed, but it doesn't have a WillTrigger.");
|
||||
Term.Println("FIXME: The button '" + gameObject.name + "' was pressed, but it doesn't have anything to trigger.");
|
||||
}
|
||||
}
|
||||
|
||||
|
@ -30,7 +30,7 @@ namespace Cyber.Entities.SyncBases {
|
||||
/// If the computer has a hologram as a screen, and is set here, the
|
||||
/// hologram will be animated properly when the computer is shut down.
|
||||
/// </summary>
|
||||
public Transform Hologram;
|
||||
public Hologram Hologram;
|
||||
|
||||
/// <summary>
|
||||
/// The "left" key for this computer. Might cause actions depending
|
||||
@ -50,8 +50,6 @@ namespace Cyber.Entities.SyncBases {
|
||||
/// </summary>
|
||||
public RunProgram Program;
|
||||
|
||||
private bool ComputerOn = true;
|
||||
|
||||
/// <summary>
|
||||
/// Runs the <see cref="Program"/> with some input, determined by the
|
||||
/// Trigger.
|
||||
@ -59,14 +57,14 @@ namespace Cyber.Entities.SyncBases {
|
||||
/// <param name="Trigger">Determines the keycode given to the
|
||||
/// <see cref="Program"/>.</param>
|
||||
public override void Interact(SyncBase Trigger) {
|
||||
ComputerOn = true;
|
||||
Hologram.Visible = true;
|
||||
if (Trigger == KeyLeft) {
|
||||
Screen.SetTextProperties(new TextTextureProperties("\n Pressed left!"));
|
||||
} else if (Trigger == KeyRight) {
|
||||
Screen.SetTextProperties(new TextTextureProperties("\n Pressed right!"));
|
||||
} else {
|
||||
Screen.SetTextProperties(new TextTextureProperties(""));
|
||||
ComputerOn = false;
|
||||
Hologram.Visible = false;
|
||||
}
|
||||
}
|
||||
|
||||
@ -103,13 +101,5 @@ namespace Cyber.Entities.SyncBases {
|
||||
public override InteractableSyncdata GetInteractableSyncdata() {
|
||||
return new InteractableSyncdata(true, true);
|
||||
}
|
||||
|
||||
private void Update() {
|
||||
if (Hologram != null) {
|
||||
float Scale = ComputerOn ? 1 : 0;
|
||||
Hologram.localScale = Vector3.Lerp(Hologram.localScale,
|
||||
new Vector3(Scale, Scale, Scale), 8f * Time.deltaTime);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
64
Assets/Scripts/Entities/SyncBases/Hologram.cs
Normal file
64
Assets/Scripts/Entities/SyncBases/Hologram.cs
Normal file
@ -0,0 +1,64 @@
|
||||
using UnityEngine;
|
||||
using Cyber.Util;
|
||||
|
||||
namespace Cyber.Entities.SyncBases {
|
||||
|
||||
/// <summary>
|
||||
/// Helper component for hologram meshes.
|
||||
/// </summary>
|
||||
public class Hologram : Interactable {
|
||||
|
||||
/// <summary>
|
||||
/// Whether the hologram is visible or not.
|
||||
/// </summary>
|
||||
public bool Visible = true;
|
||||
|
||||
/// <summary>
|
||||
/// The texture that will handle the text which is displayed on this
|
||||
/// hologram.
|
||||
/// </summary>
|
||||
public TextTextureApplier Text;
|
||||
|
||||
private float CurrentScale;
|
||||
|
||||
public override void Interact(SyncBase Trigger) {
|
||||
Visible = !Visible;
|
||||
}
|
||||
|
||||
public override void Deserialize(UnityEngine.Networking.NetworkReader reader) {
|
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}
|
||||
|
||||
public override void Serialize(UnityEngine.Networking.NetworkWriter writer) {
|
||||
}
|
||||
|
||||
public override SyncHandletype GetSyncHandletype() {
|
||||
return new SyncHandletype(false, 10);
|
||||
}
|
||||
|
||||
public override InteractableSyncdata GetInteractableSyncdata() {
|
||||
return new InteractableSyncdata(false, false);
|
||||
}
|
||||
|
||||
private void Start() {
|
||||
CurrentScale = Visible ? 1 : 0;
|
||||
UpdateScale();
|
||||
}
|
||||
|
||||
private void Update() {
|
||||
float Scale = Visible ? 1 : 0;
|
||||
if (Scale != CurrentScale) {
|
||||
UpdateScale();
|
||||
}
|
||||
}
|
||||
|
||||
private void UpdateScale() {
|
||||
float Scale = Visible ? 1 : 0;
|
||||
CurrentScale = Mathf.Lerp(CurrentScale, Scale, 8f * Time.deltaTime);
|
||||
if (Mathf.Abs(Scale - CurrentScale) < 0.05) {
|
||||
CurrentScale = Scale;
|
||||
}
|
||||
transform.localScale =
|
||||
new Vector3(CurrentScale, CurrentScale, CurrentScale);
|
||||
}
|
||||
}
|
||||
}
|
12
Assets/Scripts/Entities/SyncBases/Hologram.cs.meta
Normal file
12
Assets/Scripts/Entities/SyncBases/Hologram.cs.meta
Normal file
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Loading…
Reference in New Issue
Block a user