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ShinyThings.cs 5.74 KiB
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  • using System.Collections;
    using System.Collections.Generic;
    using UnityEngine;
    
    public class ShinyThings : MonoBehaviour
    {
        public WorldCursor Cursor;
        //Attributes for Highlighting of Facts when Mouse-Over
    
        private FactObject lastFactSelection;
    
        //Variables for Pushout-Highlighting
    
        private static float timerDuration = 2.5f;
    
        private static float lerpTime = 1f;
    
        private IEnumerator rain_wait;
        private IEnumerator rain;
    
        public Light directionalLight;
    
        private Color darkColor = new(0.2f, 0.2f, 0.2f);
    
        private Color light_colour;
        private GameObject active_rainwork;
    
        public GameObject
            Fireworks_Animation,
            RainPrefab;
    
        private void Awake()
        {
            CommunicationEvents.PushoutFactEvent.AddListener(HighlightFact);
    
            CommunicationEvents.PushoutFactEvent.AddListener(HighlightWithFireworks);
            CommunicationEvents.AnimateExistingFactEvent.AddListener(HighlightFact);
    
            CommunicationEvents.PushoutFactFailEvent.AddListener(LetItRain);
    
            //CommunicationEvents.AnimateExistingAsSolutionEvent.AddListener(HighlightWithFireworks);
    
    
            rain = rain_wait = 0f.LerpInTime(0, 0, -1); // yield return break
        }
    
    
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        public void Start()
    
                Cursor = GetComponent<WorldCursor>();
    
            if (directionalLight == null)
    
                directionalLight = FindObjectOfType<Light>();
    
            light_colour = directionalLight.color;
    
        }
    
        // Update is called once per frame
    
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        public void Update()
    
            Highlighting(Cursor.Hit);
    
        }
    
        private void Highlighting(RaycastHit hit)
        {
    
            FactObject selected_fact_obj = hit.transform?.GetComponentInChildren<FactObject>();
    
            //Set the last Fact unselected
            if (this.lastFactSelection != null
             && (selected_fact_obj == null || this.lastFactSelection != selected_fact_obj))
    
                ApplyMaterial(lastFactSelection, lastFactSelection.Default);
                this.lastFactSelection = null;
    
            //Set the Fact that was Hit as selected
            if (selected_fact_obj != null && hit.transform != null
                && (hit.transform.CompareTag("Selectable") || hit.transform.CompareTag("SnapZone"))
                && (this.lastFactSelection == null || this.lastFactSelection != selected_fact_obj))
    
                ApplyMaterial(selected_fact_obj, selected_fact_obj.Selected);
                this.lastFactSelection = selected_fact_obj;
    
            void ApplyMaterial(FactObject root, Material new_mat) =>
                root.CoroutineCascadeForChildrenAllRenderer(
                    (_, renderer) =>
                        renderer.ProgrammMaterialChange(new[] {
    
                                (0f, lerpTime, new_mat),
    
        public static void HighlightFact(Fact startFact, FactObject.FactMaterials tmp_mat)
    
            {
            //this happens, but it should not! TODO: Fix Fact Hint creation
            if (startFact == null)
            {
                Debug.Log("FEHLER! fact = null");
                return;
            }
    
            if (startFact.Representation == null)
                return;
    
            FactObject selected_fact_obj = startFact.Representation.GetComponentInChildren<FactObject>();
    
            selected_fact_obj.CoroutineCascadeForChildrenAllRenderer(
                (fact_obj, renderer) =>
                    renderer.ProgrammMaterialChange(new[] {
    
                        (0f, lerpTime, fact_obj.materials[(int) tmp_mat]),
                        (GlobalBehaviour.hintAnimationDuration, lerpTime, fact_obj.Default),
    
        //Highlight winning fact with fireworks. material is not used;
        public void HighlightWithFireworks(Fact fact, FactObject.FactMaterials material) 
    
            while (rain_wait.MoveNext()) ; //stop rain
    
    
            StartCoroutine(BlossomAndDie());
            HighlightFact(fact, FactObject.FactMaterials.Solution);
    
            IEnumerator BlossomAndDie()
    
                GameObject firework = GameObject.Instantiate
    
                    , fact.Representation.transform
                    );
    
                yield return new WaitForSeconds(timerDuration);
    
                firework.transform.GetChild(0)
                    .GetComponent<ParticleSystem>()
                    .Stop();
                var sparks = firework.transform.GetChild(1)
                    .GetComponent<ParticleSystem>();
                sparks.Stop();
    
                while (sparks.IsAlive())
                    yield return null;
    
                GameObject.Destroy(firework);
    
        public void LetItRain(Fact startFact, Scroll.ScrollApplicationInfo info)
    
            bool restart = !rain_wait.MoveNext();
    
    
                StopCoroutine(rain);
                StartCoroutine(rain = BlossomAndDie());
            }
            rain_wait = 0f.LerpInTime(0, 0, timerDuration);
    
            IEnumerator BlossomAndDie()
    
                Destroy(active_rainwork);
                active_rainwork = GameObject.Instantiate(RainPrefab, new Vector3(0, 40, 0), Quaternion.identity);
    
                Color start = directionalLight.color;
                for (IEnumerator<float> lerper = MathfExtensions.LerpInTime(0, 1, lerpTime)
                    ; lerper.MoveNext();)
                {
                    directionalLight.color = Color.Lerp(start, darkColor, lerper.Current);
    
                    yield return null;
    
                while (rain_wait.MoveNext())
                    yield return null;
    
                for (IEnumerator<float> lerper = MathfExtensions.LerpInTime(0, 1, lerpTime)
                    ; lerper.MoveNext();)
    
                    directionalLight.color = Color.Lerp(darkColor, light_colour, lerper.Current);
    
                    yield return null;
    
                GameObject.Destroy(active_rainwork);