DynamicColor, Crystal prefab, Finish Puzzle B
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7
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@@ -93,6 +93,13 @@ namespace EscapeRoomEngine.Desert.Runtime
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[Button(enabledMode: EButtonEnableMode.Playmode)] public void Press() => Pressed = true;
|
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[Button(enabledMode: EButtonEnableMode.Playmode)] public void Release() => Pressed = false;
|
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|
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[Button(enabledMode: EButtonEnableMode.Playmode)]
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public void PressAndRelease()
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{
|
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Press();
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Release();
|
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}
|
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|
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#endregion
|
||||
|
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public override string ToString()
|
||||
|
||||
@@ -1,7 +1,8 @@
|
||||
using NaughtyAttributes;
|
||||
using EscapeRoomEngine.Engine.Runtime.Utilities;
|
||||
using NaughtyAttributes;
|
||||
using UnityEngine;
|
||||
|
||||
namespace EscapeRoomEngine.Desert.Runtime.Puzzle_A
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||||
namespace EscapeRoomEngine.Desert.Runtime
|
||||
{
|
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[RequireComponent(typeof(Emission))]
|
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public class Crystal : MonoBehaviour
|
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@@ -10,7 +11,6 @@ namespace EscapeRoomEngine.Desert.Runtime.Puzzle_A
|
||||
|
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public bool Active
|
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{
|
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get => _emission.active;
|
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set
|
||||
{
|
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_emission.active = value;
|
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@@ -18,16 +18,20 @@ namespace EscapeRoomEngine.Desert.Runtime.Puzzle_A
|
||||
}
|
||||
}
|
||||
|
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public DynamicColor Color
|
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{
|
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set
|
||||
{
|
||||
_emission.color = value.hdr;
|
||||
crystalLight.color = value.ldr;
|
||||
}
|
||||
}
|
||||
|
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private Emission _emission;
|
||||
|
||||
private void Awake()
|
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{
|
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_emission = GetComponent<Emission>();
|
||||
}
|
||||
|
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private void Start()
|
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{
|
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Active = false;
|
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}
|
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}
|
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}
|
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@@ -1,6 +1,6 @@
|
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using EscapeRoomEngine.Engine.Runtime.Modules;
|
||||
using EscapeRoomEngine.Engine.Runtime.Utilities;
|
||||
using NaughtyAttributes;
|
||||
using UnityEngine;
|
||||
|
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namespace EscapeRoomEngine.Desert.Runtime.Puzzle_A
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{
|
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@@ -9,7 +9,7 @@ namespace EscapeRoomEngine.Desert.Runtime.Puzzle_A
|
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[BoxGroup("Internal")] [Required] public Emission statusLight;
|
||||
[BoxGroup("Internal")] [Required] public Ring ring;
|
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|
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private Color _puzzleColor, _solvedColor;
|
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private DynamicColor _puzzleColor, _solvedColor;
|
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|
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private void Awake()
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{
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@@ -29,7 +29,7 @@ namespace EscapeRoomEngine.Desert.Runtime.Puzzle_A
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{
|
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_active = value;
|
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statusLight.color = _active ? _puzzleColor : _solvedColor;
|
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statusLight.color = _active ? _puzzleColor.hdr : _solvedColor.hdr;
|
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ring.rotating = _active;
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if (!_active)
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{
|
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|
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@@ -26,7 +26,7 @@ namespace EscapeRoomEngine.Desert.Runtime.Puzzle_A
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private IOption<Symbol> _activeSymbol;
|
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private Animator _animator;
|
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private Ball _ball;
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private Color _puzzleColor, _solvedColor;
|
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private DynamicColor _puzzleColor, _solvedColor;
|
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|
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private void Awake()
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{
|
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@@ -50,12 +50,12 @@ namespace EscapeRoomEngine.Desert.Runtime.Puzzle_A
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{
|
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case PuzzleEventType.Restarted:
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_ball.Active = true;
|
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terminalLight.color = _puzzleColor;
|
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terminalLight.color = _puzzleColor.hdr;
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symbols.ForEach(symbol => symbol.Enable());
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break;
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case PuzzleEventType.Solved:
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_ball.Active = false;
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terminalLight.color = _solvedColor;
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terminalLight.color = _solvedColor.hdr;
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symbols.ForEach(symbol => symbol.Disable());
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break;
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case PuzzleEventType.WrongInput:
|
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@@ -1,27 +1,110 @@
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using System.Collections.Generic;
|
||||
using System;
|
||||
using System.Collections.Generic;
|
||||
using EscapeRoomEngine.Engine.Runtime;
|
||||
using EscapeRoomEngine.Engine.Runtime.Modules;
|
||||
using EscapeRoomEngine.Engine.Runtime.Utilities;
|
||||
using JetBrains.Annotations;
|
||||
using NaughtyAttributes;
|
||||
using UnityEngine;
|
||||
|
||||
namespace EscapeRoomEngine.Desert.Runtime.Puzzle_B
|
||||
{
|
||||
[Serializable]
|
||||
internal struct ButtonAction
|
||||
{
|
||||
public SymbolButton button;
|
||||
public List<int> stateIndices;
|
||||
}
|
||||
|
||||
public class PuzzleB : StatePuzzle
|
||||
{
|
||||
[ValidateInput("CorrectRotatorCount")]
|
||||
public List<Transform> rotators;
|
||||
public List<Rotator> rotators;
|
||||
[InfoBox("Every button action will toggle the states at the given indices between 0 and 90 degrees.")]
|
||||
[SerializeField]
|
||||
private List<ButtonAction> buttonActions;
|
||||
[BoxGroup("Internal")] [SerializeField]
|
||||
private List<Emission> lights;
|
||||
[BoxGroup("Internal")] [SerializeField]
|
||||
private Crystal crystal;
|
||||
|
||||
protected override void StatesUpdate()
|
||||
private DynamicColor _puzzleColor, _solvedColor;
|
||||
|
||||
protected override void Awake()
|
||||
{
|
||||
base.StatesUpdate();
|
||||
base.Awake();
|
||||
|
||||
_puzzleColor = Engine.Runtime.Engine.DefaultEngine.theme.puzzleColor;
|
||||
_solvedColor = Engine.Runtime.Engine.DefaultEngine.theme.solvedColor;
|
||||
}
|
||||
|
||||
protected override void Start()
|
||||
{
|
||||
base.Start();
|
||||
|
||||
PuzzleEvent += (_, type) =>
|
||||
{
|
||||
switch (type)
|
||||
{
|
||||
case PuzzleEventType.Restarted:
|
||||
crystal.Color = _puzzleColor;
|
||||
lights.ForEach(emission => emission.color = _puzzleColor.hdr);
|
||||
rotators.ForEach(rotator => rotator.Emission.color = _puzzleColor.hdr);
|
||||
buttonActions.ForEach(action => action.button.Enable());
|
||||
break;
|
||||
case PuzzleEventType.Solved:
|
||||
crystal.Color = _solvedColor;
|
||||
lights.ForEach(emission => emission.color = _solvedColor.hdr);
|
||||
rotators.ForEach(rotator => rotator.Emission.color = _solvedColor.hdr);
|
||||
buttonActions.ForEach(action => action.button.Disable());
|
||||
break;
|
||||
case PuzzleEventType.WrongInput:
|
||||
break;
|
||||
default:
|
||||
throw new ArgumentOutOfRangeException(nameof(type), type, null);
|
||||
}
|
||||
};
|
||||
|
||||
foreach (var buttonAction in buttonActions)
|
||||
{
|
||||
buttonAction.button.ButtonEvent += (_, type) =>
|
||||
{
|
||||
if (type == ButtonEventType.Pressed)
|
||||
{
|
||||
Switch(buttonAction);
|
||||
}
|
||||
};
|
||||
}
|
||||
|
||||
crystal.Active = true;
|
||||
lights.ForEach(emission => emission.active = true);
|
||||
rotators.ForEach(rotator => rotator.Emission.active = true);
|
||||
}
|
||||
|
||||
protected override void SetState(int index, int value, bool checkSolution)
|
||||
{
|
||||
base.SetState(index, value, checkSolution);
|
||||
|
||||
for (var i = 0; i < stateCount; i++)
|
||||
{
|
||||
rotators[i].localRotation = Quaternion.AngleAxis(states[i], Vector3.up);
|
||||
rotators[i].angle = states[i];
|
||||
}
|
||||
}
|
||||
|
||||
private void Switch(ButtonAction action)
|
||||
{
|
||||
for (var i = 0; i < action.stateIndices.Count; i++)
|
||||
{
|
||||
var stateIndex = action.stateIndices[i];
|
||||
var current = OrientationExtensions.FromAngle(states[stateIndex]);
|
||||
current = current == Orientation.North ? current.Rotated(1) : current.Rotated(-1);
|
||||
|
||||
// set state but only check solution on the last change
|
||||
SetState(stateIndex, current.AngleInt(), i == action.stateIndices.Count - 1);
|
||||
}
|
||||
}
|
||||
|
||||
[UsedImplicitly]
|
||||
private bool CorrectRotatorCount(List<Transform> list) => list != null && list.Count == stateCount;
|
||||
private bool CorrectRotatorCount(List<Rotator> list) => list != null && list.Count == stateCount;
|
||||
}
|
||||
}
|
||||
29
Assets/Desert/Runtime/Puzzle B/Rotator.cs
Normal file
29
Assets/Desert/Runtime/Puzzle B/Rotator.cs
Normal file
@@ -0,0 +1,29 @@
|
||||
using System;
|
||||
using UnityEngine;
|
||||
|
||||
namespace EscapeRoomEngine.Desert.Runtime.Puzzle_B
|
||||
{
|
||||
[RequireComponent(typeof(Emission))]
|
||||
public class Rotator : MonoBehaviour
|
||||
{
|
||||
[Range(0, 359)] public int angle;
|
||||
[Range(0, 1)] public float speed;
|
||||
|
||||
public Emission Emission { get; private set; }
|
||||
|
||||
private void Awake()
|
||||
{
|
||||
Emission = GetComponent<Emission>();
|
||||
}
|
||||
|
||||
private void Update()
|
||||
{
|
||||
angle %= 360;
|
||||
var angleDifference = angle - transform.localEulerAngles.y;
|
||||
if (Math.Abs(angleDifference) >= 0.1)
|
||||
{
|
||||
transform.Rotate(0, angleDifference*Mathf.Pow(speed, 2), 0, Space.Self);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
11
Assets/Desert/Runtime/Puzzle B/Rotator.cs.meta
Normal file
11
Assets/Desert/Runtime/Puzzle B/Rotator.cs.meta
Normal file
@@ -0,0 +1,11 @@
|
||||
fileFormatVersion: 2
|
||||
guid: c4596ccc5a8dcfb4294f3932f43e1847
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
@@ -1,7 +1,8 @@
|
||||
using NaughtyAttributes;
|
||||
using EscapeRoomEngine.Engine.Runtime.Utilities;
|
||||
using NaughtyAttributes;
|
||||
using UnityEngine;
|
||||
|
||||
namespace EscapeRoomEngine.Desert.Runtime.Puzzle_A
|
||||
namespace EscapeRoomEngine.Desert.Runtime
|
||||
{
|
||||
public class SymbolButton : Button
|
||||
{
|
||||
@@ -12,7 +13,7 @@ namespace EscapeRoomEngine.Desert.Runtime.Puzzle_A
|
||||
[BoxGroup("Internal")] [Required] public MeshRenderer holoRenderer;
|
||||
|
||||
private Material _material;
|
||||
private Color _puzzleColor, _solvedColor, _activeColor;
|
||||
private DynamicColor _puzzleColor, _solvedColor, _activeColor;
|
||||
|
||||
private void Awake()
|
||||
{
|
||||
@@ -37,8 +38,8 @@ namespace EscapeRoomEngine.Desert.Runtime.Puzzle_A
|
||||
color = _activeColor;
|
||||
}
|
||||
|
||||
_material.SetColor(FresnelColor, color);
|
||||
_material.SetColor(Color, color);
|
||||
_material.SetColor(FresnelColor, color.hdr);
|
||||
_material.SetColor(Color, color.hdr);
|
||||
};
|
||||
}
|
||||
}
|
||||
@@ -1,5 +1,6 @@
|
||||
using System.Collections.Generic;
|
||||
using EscapeRoomEngine.Engine.Runtime.Modules;
|
||||
using EscapeRoomEngine.Engine.Runtime.Utilities;
|
||||
using JetBrains.Annotations;
|
||||
using NaughtyAttributes;
|
||||
using UnityEngine;
|
||||
@@ -28,8 +29,7 @@ namespace EscapeRoomEngine.Engine.Runtime
|
||||
public GameObject environment;
|
||||
|
||||
[BoxGroup("Theme")]
|
||||
[ColorUsage(false, true)]
|
||||
public Color puzzleColor, solvedColor, activeColor;
|
||||
public DynamicColor puzzleColor, solvedColor, activeColor;
|
||||
|
||||
#endregion
|
||||
|
||||
|
||||
@@ -1,6 +1,7 @@
|
||||
using System;
|
||||
using EscapeRoomEngine.Engine.Runtime.Utilities;
|
||||
using NaughtyAttributes;
|
||||
using UnityEngine;
|
||||
using Logger = EscapeRoomEngine.Engine.Runtime.Utilities.Logger;
|
||||
using LogType = EscapeRoomEngine.Engine.Runtime.Utilities.LogType;
|
||||
|
||||
@@ -27,6 +28,7 @@ namespace EscapeRoomEngine.Engine.Runtime.Modules
|
||||
|
||||
public delegate void PuzzleEventHandler(PuzzleModule source, PuzzleEventType e);
|
||||
|
||||
[SelectionBase]
|
||||
public class PuzzleState : ModuleState
|
||||
{
|
||||
public event PuzzleEventHandler PuzzleEvent;
|
||||
@@ -48,6 +50,11 @@ namespace EscapeRoomEngine.Engine.Runtime.Modules
|
||||
|
||||
private bool _solved;
|
||||
|
||||
protected virtual void Start()
|
||||
{
|
||||
OnPuzzleEvent(PuzzleEventType.Restarted);
|
||||
}
|
||||
|
||||
private void OnPuzzleEvent(PuzzleEventType type)
|
||||
{
|
||||
Logger.Log(type.Description(Module), LogType.PuzzleFlow);
|
||||
|
||||
@@ -11,7 +11,7 @@ namespace EscapeRoomEngine.Engine.Runtime.Modules
|
||||
[BoxGroup("State Puzzle")]
|
||||
[SerializeField]
|
||||
protected List<int> states, solution;
|
||||
[BoxGroup("Step Puzzle")]
|
||||
[BoxGroup("State Puzzle")]
|
||||
[SerializeField]
|
||||
[ValidateInput("CorrectStateCount", "States count must be equal to the number of states and the length of the solution.")]
|
||||
[Min(0)]
|
||||
@@ -22,22 +22,28 @@ namespace EscapeRoomEngine.Engine.Runtime.Modules
|
||||
|
||||
private List<int> _initialStates;
|
||||
|
||||
private void Awake()
|
||||
protected virtual void Awake()
|
||||
{
|
||||
_initialStates = states;
|
||||
_initialStates = new List<int>(states);
|
||||
}
|
||||
|
||||
protected virtual void Start()
|
||||
protected override void Start()
|
||||
{
|
||||
PuzzleEvent += (_, type) =>
|
||||
{
|
||||
switch (type)
|
||||
{
|
||||
case PuzzleEventType.Restarted:
|
||||
states = _initialStates;
|
||||
for (var i = 0; i < stateCount; i++)
|
||||
{
|
||||
SetState(i, _initialStates[i], false);
|
||||
}
|
||||
break;
|
||||
case PuzzleEventType.Solved:
|
||||
states = solution;
|
||||
for (var i = 0; i < stateCount; i++)
|
||||
{
|
||||
SetState(i, solution[i], false);
|
||||
}
|
||||
break;
|
||||
case PuzzleEventType.WrongInput:
|
||||
break;
|
||||
@@ -45,19 +51,15 @@ namespace EscapeRoomEngine.Engine.Runtime.Modules
|
||||
throw new ArgumentOutOfRangeException(nameof(type), type, null);
|
||||
}
|
||||
};
|
||||
|
||||
base.Start();
|
||||
}
|
||||
|
||||
public void SetState(int index, int value)
|
||||
protected virtual void SetState(int index, int value, bool checkSolution)
|
||||
{
|
||||
if (index >= 0 && index < stateCount)
|
||||
{
|
||||
states[index] = value;
|
||||
StatesUpdate();
|
||||
}
|
||||
}
|
||||
|
||||
protected virtual void StatesUpdate()
|
||||
{
|
||||
correctStates = 0;
|
||||
for (var i = 0; i < stateCount; i++)
|
||||
{
|
||||
@@ -67,11 +69,12 @@ namespace EscapeRoomEngine.Engine.Runtime.Modules
|
||||
}
|
||||
}
|
||||
|
||||
if (correctStates == stateCount && correctStates > 0)
|
||||
if (checkSolution && correctStates == stateCount && correctStates > 0)
|
||||
{
|
||||
Solve();
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
[UsedImplicitly]
|
||||
private bool CorrectStateCount(int count) =>
|
||||
|
||||
@@ -15,7 +15,7 @@ namespace EscapeRoomEngine.Engine.Runtime.Modules
|
||||
[BoxGroup("Step Puzzle")] [ProgressBar("Step", "totalSteps", EColor.Orange)]
|
||||
public int currentStep;
|
||||
|
||||
protected virtual void Start()
|
||||
protected override void Start()
|
||||
{
|
||||
PuzzleEvent += (_, type) =>
|
||||
{
|
||||
@@ -37,6 +37,8 @@ namespace EscapeRoomEngine.Engine.Runtime.Modules
|
||||
throw new ArgumentOutOfRangeException(nameof(type), type, null);
|
||||
}
|
||||
};
|
||||
|
||||
base.Start();
|
||||
}
|
||||
|
||||
protected virtual void CheckStep(int step)
|
||||
|
||||
@@ -14,6 +14,13 @@ namespace EscapeRoomEngine.Engine.Runtime
|
||||
Orientation.North, Orientation.East, Orientation.South, Orientation.West
|
||||
});
|
||||
|
||||
public static Orientation FromAngle(int angle) => (Orientation)angle;
|
||||
|
||||
public static float Angle(this Orientation orientation) => (float)orientation;
|
||||
|
||||
public static int AngleInt(this Orientation orientation) => (int)orientation;
|
||||
|
||||
public static Orientation Rotated(this Orientation orientation, int quarterRotations) =>
|
||||
orientation + quarterRotations * 90;
|
||||
}
|
||||
}
|
||||
14
Assets/Engine/Runtime/Utilities/DynamicColor.cs
Normal file
14
Assets/Engine/Runtime/Utilities/DynamicColor.cs
Normal file
@@ -0,0 +1,14 @@
|
||||
using System;
|
||||
using UnityEngine;
|
||||
|
||||
namespace EscapeRoomEngine.Engine.Runtime.Utilities
|
||||
{
|
||||
[Serializable]
|
||||
public struct DynamicColor
|
||||
{
|
||||
[ColorUsage(true, true)]
|
||||
public Color hdr;
|
||||
[ColorUsage(true, false)]
|
||||
public Color ldr;
|
||||
}
|
||||
}
|
||||
3
Assets/Engine/Runtime/Utilities/DynamicColor.cs.meta
Normal file
3
Assets/Engine/Runtime/Utilities/DynamicColor.cs.meta
Normal file
@@ -0,0 +1,3 @@
|
||||
fileFormatVersion: 2
|
||||
guid: be15a05372394378a7b6a28e1dd89a1d
|
||||
timeCreated: 1669760387
|
||||
@@ -18,9 +18,15 @@ MonoBehaviour:
|
||||
type: 3}
|
||||
environment: {fileID: 5743657079028767629, guid: 17ecdbaca50efaa4ab503614dfec54a8,
|
||||
type: 3}
|
||||
puzzleColor: {r: 8, g: 3.5137255, b: 0, a: 1}
|
||||
solvedColor: {r: 0.53333336, g: 7.5607843, b: 0, a: 1}
|
||||
activeColor: {r: 0, g: 4.329412, b: 8, a: 1}
|
||||
puzzleColor:
|
||||
hdr: {r: 8, g: 3.5137255, b: 0, a: 1}
|
||||
ldr: {r: 1, g: 0.44059038, b: 0, a: 1}
|
||||
solvedColor:
|
||||
hdr: {r: 0.53333336, g: 7.5607843, b: 0, a: 1}
|
||||
ldr: {r: 0.42315578, g: 1, b: 0, a: 1}
|
||||
activeColor:
|
||||
hdr: {r: 0, g: 4.329412, b: 8, a: 1}
|
||||
ldr: {r: 0, g: 0.5401311, b: 1, a: 1}
|
||||
spawnDoor: {fileID: 11400000, guid: 08ce7f3b4a84bf141a6afe8e31e7ca33, type: 2}
|
||||
exitDoorTypes:
|
||||
- {fileID: 11400000, guid: 29e2ae36585f4e65966bc9ea2f95ac4a, type: 2}
|
||||
|
||||
Reference in New Issue
Block a user