make dispenser available to all puzzles

This commit is contained in:
2022-12-03 14:52:00 +01:00
parent 824e043862
commit 655f495804
47 changed files with 2658 additions and 380 deletions

View File

@@ -0,0 +1,96 @@
using EscapeRoomEngine.Engine.Runtime.Modules;
using NaughtyAttributes;
using UnityEngine;
using Logger = EscapeRoomEngine.Engine.Runtime.Utilities.Logger;
using LogType = EscapeRoomEngine.Engine.Runtime.Utilities.LogType;
namespace EscapeRoomEngine.Desert.Runtime.Dispenser
{
[SelectionBase]
[RequireComponent(typeof(Animator), typeof(Emission))]
public class Dispenser : ModuleState
{
private static readonly int Open = Animator.StringToHash("Open");
public Transform dispensable;
[SerializeField] [Min(0)]
private float cooldown;
[BoxGroup("Internal")] [SerializeField]
private Transform dispenseOrigin;
[BoxGroup("Internal")] [SerializeField]
private Button dispenseButton;
public bool Solved
{
set
{
if (value)
{
CloseHatch();
dispenseButton.Disable();
_light.color = Engine.Runtime.Engine.DefaultEngine.theme.solvedColor.hdr;
}
else
{
dispenseButton.Enable();
_light.color = Engine.Runtime.Engine.DefaultEngine.theme.puzzleColor.hdr;
}
}
}
private float _previousDispense = -1;
private Animator _animator;
private Emission _light;
private void Awake()
{
_animator = GetComponent<Animator>();
_light = GetComponent<Emission>();
}
private void Start()
{
dispenseButton.ButtonEvent += (_, type) =>
{
if (type == ButtonEventType.Pressed)
{
Dispense();
}
};
_light.active = true;
}
#region Debug Buttons
[Button(enabledMode: EButtonEnableMode.Playmode)]
public void Dispense()
{
if (_previousDispense + cooldown <= Time.time)
{
Logger.Log($"{this} dispensing {dispensable.gameObject}", LogType.PuzzleDetail);
_animator.SetBool(Open, true);
Instantiate(dispensable, dispenseOrigin.position, dispenseOrigin.rotation);
_previousDispense = Time.time;
}
}
[Button(enabledMode: EButtonEnableMode.Playmode)]
public void CloseHatch()
{
_animator.SetBool(Open, false);
}
[Button(enabledMode: EButtonEnableMode.Playmode)]
public void Solve() => Solved = true;
[Button(enabledMode: EButtonEnableMode.Playmode)]
public void Reset() => Solved = false;
#endregion
public override void SetModule(Module module) {}
}
}