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better-tee/Assets/Packages/Mirror/Examples/Lobby/Scripts/Reward.cs

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2019-09-15 22:28:36 +00:00
using UnityEngine;
namespace Mirror.Examples.NetworkLobby
{
public class Reward : NetworkBehaviour
{
[SyncVar(hook = nameof(SetColor))]
public Color prizeColor = Color.black;
// Unity makes a clone of the material when GetComponent<Renderer>().material is used
// Cache it here and Destroy it in OnDestroy to prevent a memory leak
Material materialClone;
void SetColor(Color color)
{
if (materialClone == null) materialClone = GetComponent<Renderer>().material;
materialClone.color = color;
}
private void OnDestroy()
{
Destroy(materialClone);
}
public bool available = true;
public Spawner spawner;
uint points;
// This is called from PlayerController.CmdClaimPrize which is invoked by PlayerController.OnControllerColliderHit
// This only runs on the server
public void ClaimPrize(GameObject player)
{
if (available)
{
// This is a fast switch to prevent two players claiming the prize in a bang-bang close contest for it.
// First hit turns it off, pending the object being destroyed a few frames later.
available = false;
// calculate the points from the color ... lighter scores higher as the average approaches 255
// UnityEngine.Color RGB values are float fractions of 255
points = (uint)(((prizeColor.r * 255) + (prizeColor.g * 255) + (prizeColor.b * 255)) / 3);
if (LogFilter.Debug) Debug.LogFormat("Scored {0} points R:{1} G:{2} B:{3}", points, prizeColor.r, prizeColor.g, prizeColor.b);
// award the points via SyncVar on the PlayerController
player.GetComponent<PlayerController>().score += points;
// spawn a replacement
spawner.SpawnPrize();
// destroy this one
NetworkServer.Destroy(gameObject);
}
}
}
}