64 lines
1.9 KiB
C#
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);
|
|
}
|
|
}
|