2024-02-19 21:00:36 +03:00

44 lines
938 B
C#

using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using Mirror;
public class DefaultDoor : NetworkBehaviour, IInteractable
{
[SyncVar]
public bool state = false;
public float maxAngle, speed;
private float yAngle;
public Transform door;
// public List<Transform> doorList;
void Update()
{
yAngle = Mathf.Lerp(yAngle, (state ? 1f : 0f) * maxAngle, Time.deltaTime * speed);
door.localRotation = Quaternion.Euler(0, yAngle, 0);
// for (int i = 0; i < doorList.Count; i++)
// {
// float side = i % 2 > 0 ? 1 : -1;
// doorList[i].localRotation = Quaternion.Euler(0, yAngle * side, 0);
// }
}
public void Interact()
{
CmdInteract();
}
[Command(requiresAuthority = false)]
private void CmdInteract(NetworkConnectionToClient sender = null)
{
state = !state;
}
}