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FORT-BO/Assets/CONTENT/Game/Scripts/Interaction/NetworkButtonInteractable.cs
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64 lines
1.9 KiB
C#

using System;
using Unity.Netcode;
using UnityEngine;
using UnityEngine.Events;
public sealed class NetworkButtonInteractable : NetworkInteractable
{
[SerializeField] private UnityEvent pressed = new();
[SerializeField] private UnityEvent<bool> buttonStateChanged;
private readonly NetworkVariable<bool> isPressed = new(
false,
NetworkVariableReadPermission.Everyone,
NetworkVariableWritePermission.Server);
private readonly NetworkVariable<uint> pressSequence = new(
0,
NetworkVariableReadPermission.Everyone,
NetworkVariableWritePermission.Server);
public bool IsPressed => isPressed.Value;
public uint PressSequence => pressSequence.Value;
public event Action Pressed;
public event Action<bool> StateChanged;
public override void OnNetworkSpawn()
{
isPressed.OnValueChanged += HandleStateChanged;
pressSequence.OnValueChanged += HandlePressSequenceChanged;
ApplyState(isPressed.Value);
}
public override void OnNetworkDespawn()
{
isPressed.OnValueChanged -= HandleStateChanged;
pressSequence.OnValueChanged -= HandlePressSequenceChanged;
}
protected override bool CanInteractOnServer(ulong senderClientId) => true;
protected override void InteractOnServer(ulong senderClientId, NetworkObject playerObject)
{
isPressed.Value = !isPressed.Value;
pressSequence.Value++;
}
private void HandleStateChanged(bool _, bool currentValue) => ApplyState(currentValue);
private void HandlePressSequenceChanged(uint previous, uint current)
{
if (current == previous)
return;
Pressed?.Invoke();
pressed?.Invoke();
}
private void ApplyState(bool currentValue)
{
StateChanged?.Invoke(currentValue);
buttonStateChanged?.Invoke(currentValue);
}
}