using EscapeRoomEngine.Engine.Runtime; using NaughtyAttributes; using UnityEngine; namespace EscapeRoomEngine.Desert.Runtime.Puzzle_A { public class SymbolButton : Button { private static readonly int FresnelColor = Shader.PropertyToID("_FresnelColor"); private static readonly int Color = Shader.PropertyToID("_Color"); public int symbolNumber; public EngineTheme theme; [BoxGroup("Internal")] [Required] public MeshRenderer holoRenderer; private Material _material; private void Awake() { _material = holoRenderer.material; } protected override void Start() { base.Start(); ButtonEvent += (_, type) => { var color = type switch { ButtonEventType.Pressed => theme.activeColor, ButtonEventType.Deactivated => theme.solvedColor, _ => theme.puzzleColor }; _material.SetColor(FresnelColor, color); _material.SetColor(Color, color); }; } } }