mirror of
https://github.com/Steffo99/better-tee.git
synced 2024-11-22 23:34:18 +00:00
55 lines
1.9 KiB
C#
55 lines
1.9 KiB
C#
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);
|
|
}
|
|
}
|
|
}
|
|
}
|