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VisualScriptingGamelogicBridge.cs
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94 lines (79 loc) · 2.57 KB
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// Visual Pinball Engine
// Copyright (C) 2022 freezy and VPE Team
//
// This program is free software: you can redistribute it and/or modify
// it under the terms of the GNU General Public License as published by
// the Free Software Foundation, either version 3 of the License, or
// (at your option) any later version.
//
// This program is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
// GNU General Public License for more details.
//
// You should have received a copy of the GNU General Public License
// along with this program. If not, see <https://www.gnu.org/licenses/>.
using System;
using Unity.VisualScripting;
using UnityEngine;
namespace VisualPinball.Unity.VisualScripting
{
[DisallowMultipleComponent]
[RequireComponent(typeof(IGamelogicEngine))]
[RequireComponent(typeof(Player))]
[AddComponentMenu("Pinball/Gamelogic Engine/Visual Scripting Bridge")]
public class VisualScriptingGamelogicBridge : MonoBehaviour
{
private Player _player;
private IGamelogicEngine _gle;
private bool _init;
private void Awake()
{
_init = false;
_player = GetComponent<Player>();
if (_player == null) {
Debug.LogWarning("Cannot find player.");
}
_gle = GetComponent<IGamelogicEngine>();
if (_gle != null) {
_gle.OnStarted += OnStarted;
}
else {
Debug.LogWarning("Cannot find gamelogic engine.");
}
}
private void OnDestroy() {
if (_gle != null) {
_gle.OnStarted -= OnStarted;
if (_init) {
_gle.OnSwitchChanged -= OnSwitchChanged;
_gle.OnCoilChanged -= OnCoilChanged;
_gle.OnLampChanged -= OnLampChanged;
}
}
}
private void OnStarted(object sender, EventArgs e)
{
if (_gle != null) {
_gle.OnSwitchChanged += OnSwitchChanged;
_gle.OnCoilChanged += OnCoilChanged;
_gle.OnLampChanged += OnLampChanged;
_init = true;
EventBus.Trigger(VisualScriptingEventNames.GleStartedEvent, e);
}
}
private static void OnSwitchChanged(object sender, SwitchEventArgs2 e)
{
var args = new SwitchEventArgs2(e.Id, e.IsEnabled);
EventBus.Trigger(VisualScriptingEventNames.SwitchEvent, args);
}
private static void OnCoilChanged(object sender, CoilEventArgs e)
{
EventBus.Trigger(VisualScriptingEventNames.CoilEvent, e);
}
private static void OnLampChanged(object sender, LampEventArgs e)
{
EventBus.Trigger(VisualScriptingEventNames.LampEvent, e);
}
}
}