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