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WACVR/Assets/Script/Configuration/PanelHiderButton.cs

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2.3 KiB
C#
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using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;
[RequireComponent(typeof(AudioSource))]
public class PanelHiderButton : MonoBehaviour
{
private int colliderCount = 0;
private bool isLocked = false;
private float timer = 0f;
private bool actionTaken = false;
private Renderer r;
[Header("Settings")]
[SerializeField]
private float holdTime = 1f;
[Header("Components")]
[SerializeField]
private RawImage statusImg;
[SerializeField]
private Image timerRing;
[SerializeField]
private List<GameObject> panelButtons;
[Header("Assets")]
[SerializeField]
private Texture lockImg;
[SerializeField]
private Texture unlockImg;
[SerializeField]
private AudioClip lockSound;
[SerializeField]
private AudioClip unlockSound;
private AudioSource audioSrc;
private void Start()
{
audioSrc = GetComponent<AudioSource>();
r = GetComponent<Renderer>();
statusImg.texture = isLocked ? lockImg : unlockImg;
audioSrc.clip = lockSound;
}
private void OnTriggerEnter(Collider _)
{
r.material.color = Color.white;
++colliderCount;
}
private void OnTriggerExit(Collider _)
{
r.material.color = Color.gray;
colliderCount = Mathf.Clamp(colliderCount - 1, 0, colliderCount);
}
private void Update()
{
if (colliderCount >= 1)
{
timer += Time.unscaledDeltaTime;
float ratio = Mathf.Clamp(timer, 0, holdTime) / holdTime;
timerRing.fillAmount = Mathf.Pow(ratio, 3f);
if (ratio >= 1 && !actionTaken)
{
isLocked = !isLocked;
foreach (var btn in panelButtons)
{
btn.SetActive(!isLocked);
}
actionTaken = true;
timerRing.color = Color.cyan;
statusImg.texture = isLocked ? lockImg : unlockImg;
audioSrc.clip = isLocked ? lockSound : unlockSound;
audioSrc.Play();
}
}
else
{
timer = 0;
timerRing.fillAmount = 0;
timerRing.color = Color.white;
actionTaken = false;
}
}
}