39 lines
1.1 KiB
C#
39 lines
1.1 KiB
C#
using Unity.Netcode;
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using UnityEngine;
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using UnityEngine.Events;
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public sealed class NetworkButtonInteractable : NetworkInteractable
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{
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[SerializeField] private UnityEvent<bool> buttonStateChanged;
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private readonly NetworkVariable<bool> isPressed = new(
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false,
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NetworkVariableReadPermission.Everyone,
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NetworkVariableWritePermission.Server);
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public bool IsPressed => isPressed.Value;
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public override void OnNetworkSpawn()
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{
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isPressed.OnValueChanged += HandleStateChanged;
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ApplyState(isPressed.Value);
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}
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public override void OnNetworkDespawn()
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{
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isPressed.OnValueChanged -= HandleStateChanged;
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}
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protected override bool CanInteractOnServer(ulong senderClientId) => true;
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protected override void InteractOnServer(ulong senderClientId, NetworkObject playerObject)
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{
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isPressed.Value = !isPressed.Value;
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ApplyState(isPressed.Value);
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}
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private void HandleStateChanged(bool _, bool currentValue) => ApplyState(currentValue);
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private void ApplyState(bool currentValue) => buttonStateChanged?.Invoke(currentValue);
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}
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