forked from cgvr/DeltaVR
more wires to archery range, connecting buttons
This commit is contained in:
@@ -8,9 +8,14 @@ public class PushableButton : MonoBehaviour
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public event OnButtonPressedDelegate OnButtonPressed;
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public bool startDown;
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public Transform movableParts;
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public float moveDuration = 0.25f;
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public Transform wire;
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public Material wireActiveMaterial;
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public Material wireInactiveMaterial;
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private float upPositionY;
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private float downPositionY;
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private bool isButtonDown;
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@@ -25,7 +30,12 @@ public class PushableButton : MonoBehaviour
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// Start is called before the first frame update
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void Start()
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{
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if (startDown)
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{
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// Dont call Activate, we dont want to change wire material here
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movableParts.DOLocalMoveY(downPositionY, moveDuration);
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isButtonDown = true;
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}
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}
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// Update is called once per frame
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@@ -38,15 +48,30 @@ public class PushableButton : MonoBehaviour
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{
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if (!isButtonDown && collision.gameObject.tag.EndsWith("Hand"))
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{
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movableParts.DOLocalMoveY(downPositionY, moveDuration);
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isButtonDown = true;
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Activate();
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OnButtonPressed?.Invoke();
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}
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}
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public void MoveButtonUp()
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private void Activate()
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{
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movableParts.DOLocalMoveY(downPositionY, moveDuration);
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isButtonDown = true;
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foreach (MeshRenderer meshRenderer in wire.GetComponentsInChildren<MeshRenderer>())
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{
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meshRenderer.material = wireActiveMaterial;
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}
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}
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public void Deactivate()
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{
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movableParts.DOLocalMoveY(upPositionY, moveDuration);
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isButtonDown = false;
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foreach (MeshRenderer meshRenderer in wire.GetComponentsInChildren<MeshRenderer>())
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{
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meshRenderer.material = wireInactiveMaterial;
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}
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}
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}
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