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ClockHandMover.cs
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147 lines (127 loc) · 4.48 KB
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// Copyright (c) Meta Platforms, Inc. and affiliates.
using System;
using Fusion;
using UnityEngine;
using UnityEngine.Events;
namespace CrypticCabinet.Puzzles.Clock
{
/// <summary>
/// Represents the control of the clock hands for the clock puzzle.
/// </summary>
public class ClockHandMover : NetworkBehaviour
{
[SerializeField] private Transform m_hourHand;
[SerializeField] private Transform m_minuteHand;
[Range(0, 12), SerializeField] private float m_startTimeValue;
[Range(0, 12), SerializeField] private float m_correctTimeValue;
[Range(0, 1), SerializeField] private float m_correctTimeErrorRange;
[Range(0, 1), SerializeField] private float m_correctTimeSelectDelay;
[Range(0, 10), SerializeField] private float m_correctTimeStillMovingAudioDelay = 3.0f;
[SerializeField] private UnityEvent m_correctTimeSelected;
[SerializeField] private AudioSource m_audioSource;
[SerializeField] private AudioSource m_correctTimeSelectedAudio;
[Networked(OnChanged = nameof(UpdateClock))]
private float TimeValue { get; set; }
private float m_lastTimeChangeTime = -100;
private bool m_correctFired;
private bool m_instantCorrectFired;
private bool m_inTimeRange = false;
private float m_inTimeRangeStartTime = 0;
private void Start()
{
UpdateHands(m_startTimeValue);
}
private static void UpdateClock(Changed<ClockHandMover> changed)
{
changed.Behaviour.ApplyUpdatedTime();
}
public void UpdateHands(float movementDelta)
{
TimeValue += movementDelta;
ApplyUpdatedTime();
}
public void SpinnerReleased()
{
if (!m_instantCorrectFired)
{
if (TimeValue > m_correctTimeValue - m_correctTimeErrorRange &&
TimeValue < m_correctTimeValue + m_correctTimeErrorRange)
{
PlayCorrectTimeAudio();
}
}
}
private void ApplyUpdatedTime()
{
while (TimeValue is < 0 or > (float)12.0)
{
if (TimeValue < 0)
{
TimeValue += 12;
}
else
{
TimeValue -= 12.0f;
}
}
var min = TimeValue - (float)Math.Truncate(TimeValue);
var hourPercent = Mathf.InverseLerp(0, 12, TimeValue);
m_minuteHand.localRotation = Quaternion.AngleAxis(Mathf.Lerp(0, 360, min), Vector3.forward);
m_hourHand.localRotation = Quaternion.AngleAxis(Mathf.Lerp(0, 360, hourPercent), Vector3.forward);
m_lastTimeChangeTime = Time.time;
if (TimeValue > m_correctTimeValue - m_correctTimeErrorRange &&
TimeValue < m_correctTimeValue + m_correctTimeErrorRange)
{
if (!m_inTimeRange)
{
m_inTimeRangeStartTime = Time.time;
}
m_inTimeRange = true;
}
else
{
m_inTimeRange = false;
m_instantCorrectFired = false;
}
}
private void PlayCorrectTimeAudio()
{
if (!m_instantCorrectFired)
{
if (m_correctTimeSelectedAudio != null)
{
m_correctTimeSelectedAudio.Play();
}
m_instantCorrectFired = true;
}
}
private void Update()
{
if (!m_instantCorrectFired && m_inTimeRange)
{
if (Time.time >= m_inTimeRangeStartTime + m_correctTimeStillMovingAudioDelay)
{
PlayCorrectTimeAudio();
}
}
if (Time.time < m_lastTimeChangeTime + m_correctTimeSelectDelay)
{
return;
}
if (TimeValue > m_correctTimeValue - m_correctTimeErrorRange &&
TimeValue < m_correctTimeValue + m_correctTimeErrorRange)
{
if (!m_correctFired)
{
m_correctTimeSelected?.Invoke();
m_audioSource.Play();
}
m_correctFired = true;
}
else
{
m_correctFired = false;
}
}
}
}