Made the elevator button-functional. Needs some fine-tuning and audio work.

This commit is contained in:
2025-11-30 22:05:25 +02:00
parent bcf7e3121d
commit dab5bfc677
12 changed files with 483 additions and 74 deletions

View File

@@ -1,9 +1,13 @@
using UnityEngine;
[RequireComponent(typeof(Rigidbody))]
public class SpringyButtonPhysics : MonoBehaviour {
public class ElevatorSpringyButton : MonoBehaviour {
public Transform buttonDirectionRoot;
public ElevatorOuter ElevatorOuter;
public ElevatorBox box;
[Header("Movement limits")]
public float minX = 0f;
public float maxX = 0f;
public float minY = 0f;
@@ -11,14 +15,31 @@ public class SpringyButtonPhysics : MonoBehaviour {
public float minZ = 0.005f;
public float maxZ = 0f;
[Header("Visuals")]
public Renderer[] targetRenderers;
public Material defaultMaterial;
public Material pressedMaterial;
[Header("Spring Settings")]
public float springForce = 300f; // how strong it returns
public float damping = 8f; // prevents vibration
[Header("Button Type Settings")]
public bool isFloorButton;
public bool isInsideButton;
public bool isCloseDoorsButton;
public int designatedFloor;
private Rigidbody rb;
private Vector3 restLocalPos;
public bool disabled;
private bool isAwaitingResponse = false;
void Start()
{
rb = GetComponent<Rigidbody>();
@@ -58,9 +79,94 @@ public class SpringyButtonPhysics : MonoBehaviour {
// --- 5. Convert back to world and move via Rigidbody ---
Vector3 worldPos = buttonDirectionRoot.TransformPoint(newLocalPos);
rb.MovePosition(worldPos);
//Keeping the buttons firing until their needs have been met
if (!isAwaitingResponse || disabled) return;
if (!isInsideButton && box != null)
{
if (box.currentFloor == designatedFloor) StartCoroutine(DeactivateAfterDelay(0.5f));
else Pressed();
return;
}
if (isInsideButton && box != null)
{
if (isFloorButton)
{
if (designatedFloor == box.currentFloor) StartCoroutine(DeactivateAfterDelay(0.5f));
else Pressed();
return;
}
if (isCloseDoorsButton)
{
if (box.state == ElevatorState.ClosingDoors|| box.state == ElevatorState.Moving) StartCoroutine(DeactivateAfterDelay(0.5f));
else Pressed();
return;
}
else
{
if (box.state == ElevatorState.OpeningDoors || box.state == ElevatorState.Moving) StartCoroutine(DeactivateAfterDelay(0.5f));
else Pressed();
return;
}
}
}
public void Pressed()
{
Debug.Log("Button is pressed");
isAwaitingResponse = true;
foreach (Renderer renderer in targetRenderers)
{
renderer.material = pressedMaterial;
}
//Debug.Log("Button is pressed");
if (ElevatorOuter != null && !isInsideButton) ElevatorOuter.CallElevator();
if (disabled) StartCoroutine(DeactivateAfterDelay(0.5f));
if (box != null && isInsideButton)
{
if (isFloorButton)
{
box.targetFloor = designatedFloor;
if (box.targetFloor != box.currentFloor) {
Debug.Log("Lift transfer sequence");
StartCoroutine(box.LiftTransferSequence());
}
else StartCoroutine(box.OpenDoors());
return;
}
if (isCloseDoorsButton)
{
//Debug.Log("Closing Doors");
StartCoroutine(box.CloseDoors());
return;
}
else
{
StartCoroutine(box.OpenDoors());
//Debug.Log("Opening Doors");
return;
}
}
}
public void Deactivate()
{
Debug.Log("Deactivating");
//if (isAwaitingResponse) return;
isAwaitingResponse = false;
foreach (Renderer renderer in targetRenderers)
{
renderer.material = defaultMaterial;
}
}
private System.Collections.IEnumerator DeactivateAfterDelay(float delay)
{
yield return new WaitForSeconds(delay);
//isAwaitingResponse = false;
Deactivate();
}
}