using UnityEngine;
using UnityEngine.Networking;
using Cyber.Console;
using Cyber.Util;
namespace Cyber.Entities.SyncBases {
///
/// Runs functions.
///
/// \todo Implement programs in an editor-friendly way
public class Computer : Interactable {
/// The "left key" key code.
public const string KeyCodeLeft = "KeyLeft";
/// The "right key" key code.
public const string KeyCodeRight = "KeyRight";
///
/// The delegate which defines the function that will be run when the
/// computer is interacted with (directly or through keys).
///
public delegate void RunProgram(Computer host, string key);
///
/// The screen this computer will print its output on.
///
public TextTextureApplier Screen;
///
/// The "left" key for this computer. Might cause actions depending
/// on the program.
///
public Button KeyLeft;
///
/// The "right" key for this computer. Might cause actions depending
/// on the program.
///
public Button KeyRight;
///
/// The function that is run when inputs are triggered. Can cause
/// state changes in the host computer.
///
public RunProgram Program;
///
/// Runs the with some input, determined by the
/// Trigger.
///
/// Determines the keycode given to the
/// .
public override void Interact(SyncBase Trigger) {
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(""));
}
}
///
/// No serialization needed (yet).
///
///
public override void Deserialize(NetworkReader reader) {
}
///
/// No serialization needed (yet).
///
///
public override void Serialize(NetworkWriter writer) {
}
///
/// Computers could have lots of data, and therefore should be hashed
/// to optimize bandwidth usage. No hurry in updating them though, so
/// an update per 10 ticks is enough.
///
/// The sync handletype.
public override SyncHandletype GetSyncHandletype() {
return new SyncHandletype(true, 10);
}
///
/// Computers should share state between different clients, so sync and
/// send interactions to the network.
///
/// The Interaction information.
public override InteractableSyncdata GetInteractableSyncdata() {
return new InteractableSyncdata(true, true);
}
}
}