using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.Networking;
using Cyber.Networking;
using Cyber.Console;
namespace Cyber.Entities.SyncBases {
///
/// Object that blinks when interacted with.
///
public class Button : Interactable {
///
/// The interactable which this button will trigger.
///
public Interactable WillTrigger;
///
/// The button mesh that will blink.
///
public MeshRenderer Mesh;
///
/// How long the blink lasts.
///
public float BlinkLength = 1f;
///
/// How bright the light is (upwards of 1 for the bloom to kick in)
///
public float BlinkBrightness = 1.5f;
///
/// The color of the blink.
///
public Color BlinkColor = new Color(1f, 0.6f, 0f);
private float BlinkTime = float.MinValue;
private Material Material;
///
/// When the button is interacted with, it blinks once, light lasting
/// for seconds, and calls Interact
/// on the .
///
public override void Interact() {
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.");
}
}
///
/// Buttons only act as triggers, so only interact is sent to the server.
///
///
public override void Deserialize(NetworkReader reader) {
}
///
/// Buttons only act as triggers, so only interact is sent to the server.
///
///
public override void Serialize(NetworkWriter writer) {
}
///
/// Buttons only act as triggers, so only interact is sent to the server.
///
/// Sync Handletype containing sync information.
public override SyncHandletype GetSyncHandletype() {
return new SyncHandletype(false, 1000);
}
private void Start() {
Material = Mesh.material;
}
private void Update() {
float CurrentTime = Time.time - BlinkTime;
if (CurrentTime < BlinkLength) {
float Brightness = (1f - CurrentTime / BlinkLength) * BlinkBrightness;
Color NewColor = new Color(Brightness * BlinkColor.r,
Brightness * BlinkColor.g, Brightness * BlinkColor.b);
Material.SetColor("_EmissionColor", NewColor);
}
}
}
}