b8ab71969a
Finished lockpicking. tied it to the Attributes system. when you pick a lock you gain dexterity, the higher your dexterity, the easier it is to pick locks.
133 lines
3.1 KiB
C#
133 lines
3.1 KiB
C#
using UnityEngine;
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using UnityEngine.Serialization;
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public class LockEmissive : MonoBehaviour
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{
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[Header("Behavior")]
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public bool pulse = true;
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public bool breakpoint;
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public bool success;
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public bool off;
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[Header("Settings")]
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[Range(0f,5f)]
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public float pulseSpeedMod = 0.5f;
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[Header("Colors")]
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public Color hightlightColor = Color.yellow;
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private Color _activeColor => colors[_colorIndex];
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public Color[] colors;
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private int _colorIndex;
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[Header("Renderers")]
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[SerializeField] private Renderer[] _renderers = null;
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public Renderer highlightRenderer;
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// Hidden from Inspector
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[HideInInspector] public float breakpointValue;
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[HideInInspector] public float successValue;
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// Private variables
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private float _pulseValue;
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void Update()
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{
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if (off)
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{
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SetAllMaterials(0f);
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}
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else if (pulse)
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{
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_pulseValue = Mathf.PingPong (Time.time * pulseSpeedMod, 1); // Pulse the value over time
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SetAllMaterials(_pulseValue); // Set the values
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}
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else if (breakpoint)
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{
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SetAllMaterials(breakpointValue); // Set the values
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}
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else if (success)
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{
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SetAllMaterials(Mathf.Clamp(Mathf.Abs(successValue - 1), 0, 1)); // Set the values
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}
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if (highlightRenderer)
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SetHighlightMaterial();
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}
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public void SetHighlightRenderer(Renderer value)
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{
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highlightRenderer = value;
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}
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private void SetHighlightMaterial()
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{
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highlightRenderer.material.SetColor ("_EmissionColor", hightlightColor);
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}
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/// <summary>
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/// Sets all materials attached to the renderers array
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/// </summary>
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/// <param name="value"></param>
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private void SetAllMaterials(float value)
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{
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for (int i = 0; i < _renderers.Length; i++)
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{
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if (_renderers[i].gameObject.activeSelf)
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SetMaterial(_renderers[i].material, value);
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}
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}
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/// <summary>
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/// Sets a single material
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/// </summary>
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/// <param name="material"></param>
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/// <param name="value"></param>
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private void SetMaterial(Material material, float value)
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{
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Color finalColor = _activeColor * Mathf.LinearToGammaSpace (value);
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material.SetColor ("_EmissionColor", finalColor);
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}
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public void NextColor()
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{
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_colorIndex = _colorIndex + 1 >= colors.Length ? 0 : _colorIndex + 1;
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}
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public void PrevColor()
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{
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_colorIndex = _colorIndex - 1 < 0 ? colors.Length - 1 : _colorIndex - 1;
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}
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public void SetPulse()
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{
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pulse = true;
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breakpoint = false;
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success = false;
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off = false;
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}
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public void SetBreakpoint()
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{
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pulse = false;
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breakpoint = true;
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success = false;
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off = false;
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}
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public void SetSuccess()
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{
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pulse = false;
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breakpoint = false;
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success = true;
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off = false;
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}
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public void SetOff()
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{
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pulse = false;
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breakpoint = false;
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success = false;
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off = true;
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}
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}
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