Rename BlinkyBox to Button, add doors, make them pink

This commit is contained in:
excitedneon 2017-05-11 03:40:00 +03:00
parent 674c43f2df
commit af75616e2c
7 changed files with 864 additions and 32 deletions

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View File

@ -10,10 +10,15 @@ namespace Cyber.Entities.SyncBases {
/// <summary> /// <summary>
/// Object that blinks when interacted with. /// Object that blinks when interacted with.
/// </summary> /// </summary>
public class BlinkyBox : Interactable { public class Button : Interactable {
/// <summary> /// <summary>
/// The lamp mesh that will blink. /// The interactable which this button will trigger.
/// </summary>
public Interactable WillTrigger;
/// <summary>
/// The button mesh that will blink.
/// </summary> /// </summary>
public MeshRenderer Mesh; public MeshRenderer Mesh;
@ -32,42 +37,43 @@ namespace Cyber.Entities.SyncBases {
/// </summary> /// </summary>
public Color BlinkColor = new Color(1f, 0.6f, 0f); public Color BlinkColor = new Color(1f, 0.6f, 0f);
private double BlinkTime = 0; private float BlinkTime = float.MinValue;
private Material Material; private Material Material;
/// <summary> /// <summary>
/// When a BlinkyBox is interacted with, it blinks once, light lasting /// When the button is interacted with, it blinks once, light lasting
/// for <see cref="BlinkLength"/> seconds. /// for <see cref="BlinkLength"/> seconds, and calls Interact
/// on the <see cref="WillTrigger"/>.
/// </summary> /// </summary>
public override void Interact() { public override void Interact() {
BlinkTime = NetworkHelper.GetCurrentSystemTime(); BlinkTime = Time.time;
if (WillTrigger != null) {
WillTrigger.Interact();
} else {
Term.Println("FIXME: The button '" + gameObject.name + "' was pressed, but it doesn't have a WillTrigger.");
}
} }
/// <summary> /// <summary>
/// Update the blink time if the server has a newer blinktime /// Buttons only act as triggers, so only interact is sent to the server.
/// </summary> /// </summary>
/// <param name="reader"></param> /// <param name="reader"></param>
public override void Deserialize(NetworkReader reader) { public override void Deserialize(NetworkReader reader) {
double ServerBlinkTime = reader.ReadDouble();
if (ServerBlinkTime > BlinkTime) {
BlinkTime = ServerBlinkTime;
}
} }
/// <summary> /// <summary>
/// Write the blink time so others will sync if they have older blinks. /// Buttons only act as triggers, so only interact is sent to the server.
/// </summary> /// </summary>
/// <param name="writer"></param> /// <param name="writer"></param>
public override void Serialize(NetworkWriter writer) { public override void Serialize(NetworkWriter writer) {
writer.Write(BlinkTime);
} }
/// <summary> /// <summary>
/// The blinky box doesn't need a hash and it should update every 5 ticks. /// Buttons only act as triggers, so only interact is sent to the server.
/// </summary> /// </summary>
/// <returns>Sync Handletype containing sync information.</returns> /// <returns>Sync Handletype containing sync information.</returns>
public override SyncHandletype GetSyncHandletype() { public override SyncHandletype GetSyncHandletype() {
return new SyncHandletype(false, 5); return new SyncHandletype(false, 1000);
} }
private void Start() { private void Start() {
@ -75,9 +81,9 @@ namespace Cyber.Entities.SyncBases {
} }
private void Update() { private void Update() {
float Time = (float) (NetworkHelper.GetCurrentSystemTime() - BlinkTime); float CurrentTime = Time.time - BlinkTime;
if (Time < BlinkLength) { if (CurrentTime < BlinkLength) {
float Brightness = (1f - Time / BlinkLength) * BlinkBrightness; float Brightness = (1f - CurrentTime / BlinkLength) * BlinkBrightness;
Color NewColor = new Color(Brightness * BlinkColor.r, Color NewColor = new Color(Brightness * BlinkColor.r,
Brightness * BlinkColor.g, Brightness * BlinkColor.b); Brightness * BlinkColor.g, Brightness * BlinkColor.b);
Material.SetColor("_EmissionColor", NewColor); Material.SetColor("_EmissionColor", NewColor);

View File

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View File

@ -0,0 +1,63 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.Networking;
namespace Cyber.Entities.SyncBases {
public class Door : Interactable {
/// <summary>
/// The root of the door mesh. This will be scaled to animate the door.
/// </summary>
public Transform DoorRoot;
/// <summary>
/// The openness of the door.
/// </summary>
public bool IsOpen = false;
/// <summary>
/// Toggles the openness of the door.
/// </summary>
public override void Interact() {
IsOpen = !IsOpen;
}
/// <summary>
/// Reads the openness of the door from the server.
/// </summary>
/// <param name="reader"></param>
public override void Deserialize(NetworkReader reader) {
IsOpen = reader.ReadBoolean();
}
/// <summary>
/// Writes the openness of the door.
/// </summary>
/// <param name="writer"></param>
public override void Serialize(NetworkWriter writer) {
writer.Write(IsOpen);
}
/// <summary>
/// Return the Sync Handletype information for <see cref="Syncer"/>.
/// </summary>
/// <returns>Sync Handletype containing sync information.</returns>
public override SyncHandletype GetSyncHandletype() {
return new SyncHandletype(false, 10);
}
private void Update() {
float DoorScale = IsOpen ? 0.01f : 1;
if (DoorRoot.localScale.x != DoorScale) {
Vector3 Scale = DoorRoot.localScale;
if (Mathf.Abs(Scale.x - DoorScale) < 0.01) {
Scale.x = DoorScale;
} else {
Scale.x = Mathf.Lerp(Scale.x, DoorScale, 5f * Time.deltaTime);
}
DoorRoot.localScale = Scale;
}
}
}
}

View File

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