using EscapeRoomEngine.Engine.Runtime.Utilities; using UnityEngine; namespace EscapeRoomEngine.Desert.Runtime.Puzzle_C { [RequireComponent(typeof(Emission), typeof(Collider))] public class Hole : Button { [Min(0)] public int number; public Emission Emission { get; private set; } private DynamicColor _puzzleColor, _activeColor; private void Awake() { Emission = GetComponent(); _puzzleColor = Engine.Runtime.Engine.DefaultEngine.theme.puzzleColor; _activeColor = Engine.Runtime.Engine.DefaultEngine.theme.activeColor; } protected override void Start() { base.Start(); Emission.active = true; } private void OnTriggerEnter(Collider other) { var orb = other.GetComponent(); if (orb != null) { if (Active) { orb.Color = _activeColor.hdr; Emission.color = _activeColor.hdr; Press(); } } } private void OnTriggerExit(Collider other) { var orb = other.GetComponent(); if (orb != null) { if (Active) { Release(); Emission.color = _puzzleColor.hdr; } orb.Color = _puzzleColor.hdr; } } } }