Cyber/Assets/Scripts/Entities/SyncBases/Button.cs

100 lines
3.2 KiB
C#

using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.Networking;
using Cyber.Networking;
using Cyber.Console;
using System;
namespace Cyber.Entities.SyncBases {
/// <summary>
/// Object that blinks when interacted with.
/// </summary>
public class Button : Interactable {
/// <summary>
/// The interactable which this button will trigger.
/// </summary>
public Interactable[] WillTrigger;
/// <summary>
/// The button mesh that will blink.
/// </summary>
public MeshRenderer Mesh;
/// <summary>
/// How long the blink lasts.
/// </summary>
public float BlinkLength = 1f;
/// <summary>
/// How bright the light is (upwards of 1 for the bloom to kick in)
/// </summary>
public float BlinkBrightness = 1.5f;
/// <summary>
/// The color of the blink.
/// </summary>
public Color BlinkColor = new Color(1f, 0.6f, 0f);
private float BlinkTime = float.MinValue;
private Material Material;
/// <summary>
/// When the button is interacted with, it blinks once, light lasting
/// for <see cref="BlinkLength"/> seconds, and calls Interact
/// on the <see cref="WillTrigger"/>.
/// </summary>
public override void Interact(SyncBase Trigger) {
BlinkTime = Time.time;
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 anything to trigger.");
}
}
/// <summary>
/// Does nothing, because it doesn't need to synced.
/// </summary>
/// <param name="reader"></param>
public override void Deserialize(NetworkReader reader) {}
/// <summary>
/// Does nothing, because it doesn't need to synced.
/// </summary>
/// <param name="writer"></param>
public override void Serialize(NetworkWriter writer) {
}
public override InteractableSyncdata GetInteractableSyncdata() {
return new InteractableSyncdata(false, true);
}
/// <summary>
/// Buttons only act as triggers, so only interact is sent to the server.
/// </summary>
/// <returns>Sync Handletype containing sync information.</returns>
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);
}
}
}
}