Firstborn/Assets/InfinityPBR/_InfinityPBR - Locks and Lo.../Scripts/CipherDemoUI.cs

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using UnityEngine;
using UnityEngine.UI;
using Lockpicking;
using UnityEngine.Serialization;
public class CipherDemoUI : MonoBehaviour
{
// Set up references to the Text objects
public Text wheel1;
public Text wheel2;
public Text wheel3;
public Text wheel4;
public Text wheel5;
public Text wheel6;
public Cipher cipher;
public Color highlightColor = new Color(255f,0f,171f,1f);
void Start()
{
// ResetLock();
}
void Update()
{
DrawText();
}
private void DrawText()
{
if (Input.GetKey(KeyCode.O))
{
cipher.TryOpen();
}
if (Input.GetKeyUp(KeyCode.O))
{
cipher.StopShaking();
}
if (Mathf.Abs(cipher.DistanceLeft(0)) < cipher.closeEnough)
wheel1.color = highlightColor;
else
wheel1.color = Color.white;
if (Mathf.Abs(cipher.DistanceLeft(1)) < cipher.closeEnough)
wheel2.color = highlightColor;
else
wheel2.color = Color.white;
if (Mathf.Abs(cipher.DistanceLeft(2)) < cipher.closeEnough)
wheel3.color = highlightColor;
else
wheel3.color = Color.white;
if (Mathf.Abs(cipher.DistanceLeft(3)) < cipher.closeEnough)
wheel4.color = highlightColor;
else
wheel4.color = Color.white;
if (Mathf.Abs(cipher.DistanceLeft(4)) < cipher.closeEnough)
wheel5.color = highlightColor;
else
wheel5.color = Color.white;
if (Mathf.Abs(cipher.DistanceLeft(5)) < cipher.closeEnough)
wheel6.color = highlightColor;
else
wheel6.color = Color.white;
wheel1.text = "" + cipher.DistanceLeft(0);
wheel2.text = "" + cipher.DistanceLeft(1);
wheel3.text = "" + cipher.DistanceLeft(2);
wheel4.text = "" + cipher.DistanceLeft(3);
wheel5.text = "" + cipher.DistanceLeft(4);
wheel6.text = "" + cipher.DistanceLeft(5);
}
public void ResetLock()
{
cipher.ResetLock();
}
}