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ShinyThings.cs 4.93 KiB
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  • using System.Collections;
    using System.Collections.Generic;
    
    using System.Linq;
    
    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 Color darkColor = new (0.3f, 0.3f, 0.3f);
    
        public Material pushoutMaterial;
    
        public GameObject
            Fireworks_Animation,
            RainPrefab;
    
        // Start is called before the first frame update
    
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        public void Start()
    
            if (Cursor == null) 
                Cursor = GetComponent<WorldCursor>();
    
            if (directionalLight == null)
                directionalLight = FindObjectOfType<Light>().gameObject;
    
            CommunicationEvents.PushoutFactEvent.AddListener(HighlightFact);
    
            CommunicationEvents.PushoutFactFailEvent.AddListener(StartPushoutFactFailHighlighting);
    
            CommunicationEvents.AnimateExistingFactEvent.AddListener(HighlightWithFireworks);
    
        }
    
        // 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, 1f, new_mat),
                        })
                    );
    
        public static void HighlightFact(Fact startFact, FactObject.FactMaterials tmp_mat)
    
            FactObject selected_fact_obj = startFact.Representation.GetComponentInChildren<FactObject>();
    
            selected_fact_obj.CoroutineCascadeForChildrenAllRenderer(
                (fact_obj, renderer) =>
                    renderer.ProgrammMaterialChange(new[] {
                        (0f, 1f, fact_obj.materials[(int) tmp_mat]),
                        (timerDuration, 1f, fact_obj.Default),
                    })
                );
    
        public void HighlightWithFireworks(Fact fact)
        {
    
            StartCoroutine(BlossomAndDie());
            HighlightFact(fact, FactObject.FactMaterials.Solution);
    
            IEnumerator BlossomAndDie()
    
                GameObject firework = GameObject.Instantiate(Fireworks_Animation);
                firework.transform.position = fact.Representation.transform.position;
    
                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 StartPushoutFactFailHighlighting(Fact startFact)
        {
    
            StartCoroutine(BlossomAndDie());
    
            IEnumerator BlossomAndDie()
    
                Color start = directionalLight.GetComponent<Light>().color;
                IEnumerator<float> num = LerpfTime(0, 1, 1);
                while (num.MoveNext()) {
                    directionalLight.GetComponent<Light>().color = Color.Lerp(start, darkColor, num.Current);
                    yield return null;
    
                GameObject rainwork = GameObject.Instantiate(RainPrefab, new Vector3(0, 40, 0), Quaternion.identity);
                yield return new WaitForSeconds(2*timerDuration);
                GameObject.Destroy(rainwork);
    
                num = LerpfTime(0, 1, 1);
                while (num.MoveNext())
    
                    directionalLight.GetComponent<Light>().color = Color.Lerp(darkColor, start, num.Current);
                    yield return null;
    
            IEnumerator<float> LerpfTime(float start, float end, float time)
    
                float
                    start_time = Time.time,
                    end_time = start_time + time;
    
                while(end_time >= Time.time)
                    yield return Mathf.Lerp(start, end, (Time.time - start_time) / time);