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SyncedTrigger.cs
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SyncedTrigger.cs
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/*
* Copyright 2021 AlexOttr <alex@ottr.one>
*
* Permission is hereby granted, free of charge, to any person obtaining a copy of this software and associated documentation files (the
* "Software"), to deal in the Software without restriction, including without limitation the rights to use, copy, modify, merge, publish,
* distribute, sublicense, and/or sell copies of the Software, and to permit persons to whom the Software is furnished to do so, subject to
* the following conditions:
*
* The above copyright notice and this permission notice shall be included in all copies or substantial portions of the Software.
*
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF
* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY
* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE
* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
*/
using UdonSharp;
using UnityEngine;
using VRC.SDKBase;
using VRC.Udon.Common.Enums;
namespace OttrOne.UdonToolbox
{
[UdonBehaviourSyncMode(BehaviourSyncMode.Manual)]
public class SyncedTrigger : UdonSharpBehaviour
{
public GameObject[] Targets;
[UdonSynced, HideInInspector]
public bool State;
/// <summary>
/// Set start state to active state of first object
/// </summary>
public void Start()
{
if (Targets.Length > 0)
State = Targets[0].activeSelf;
}
/// <summary>
/// React to interaction events on the parent gameobject
/// </summary>
public override void Interact()
{
this._Toggle();
}
private void OwnershipTransferAndSync()
{
if (!Networking.LocalPlayer.IsOwner(gameObject)) Networking.SetOwner(Networking.LocalPlayer, gameObject);
RequestSerialization();
}
private void SetActiveStates()
{
foreach (GameObject target in Targets)
{
target.SetActive(State);
}
}
/// <summary>
/// Exposed event to toggle all known gameobjects
/// </summary>
public void _Toggle()
{
State = !State;
OwnershipTransferAndSync();
SetActiveStates();
}
/// <summary>
/// Exposed event to turn all known gameobjects on
/// </summary>
public void _TurnOn()
{
State = true;
OwnershipTransferAndSync();
SetActiveStates();
}
/// <summary>
/// Exposed event to turn all known gameobjects off
/// </summary>
public void _TurnOff()
{
State = false;
OwnershipTransferAndSync();
SetActiveStates();
}
#region Synchronization for late players
public override void OnPlayerJoined(VRCPlayerApi player)
{
if (Networking.LocalPlayer.IsOwner(gameObject))
{
SendCustomEventDelayedSeconds("_SyncLatePlayer", 2.5F, EventTiming.Update);
}
}
public void _SyncLatePlayer()
{
RequestSerialization();
}
#endregion
public override void OnDeserialization()
{
SetActiveStates();
}
}
}