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CreateBallUnit.cs
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77 lines (64 loc) · 2.31 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 Unity.VisualScripting;
using UnityEngine;
namespace VisualPinball.Unity.VisualScripting
{
[UnitTitle("Create Ball")]
[UnitCategory("Pinball")]
public class CreateBallUnit : GleUnit
{
[DoNotSerialize]
[PortLabelHidden]
public ControlInput InputTrigger;
[DoNotSerialize]
[PortLabelHidden]
public ControlOutput OutputTrigger;
[DoNotSerialize]
[PortLabel("Position")]
public ValueInput Position { get; private set; }
[DoNotSerialize]
[PortLabel("Kick Angle")]
public ValueInput KickAngle { get; private set; }
[DoNotSerialize]
[PortLabel("Kick Force")]
public ValueInput KickForce { get; private set; }
protected override void Definition()
{
InputTrigger = ControlInput(nameof(InputTrigger), Process);
OutputTrigger = ControlOutput(nameof(OutputTrigger));
Position = ValueInput<Vector3>(nameof(Position), Vector3.zero);
KickAngle = ValueInput<float>(nameof(KickAngle), 0);
KickForce = ValueInput<float>(nameof(KickForce), 0);
Requirement(Position, InputTrigger);
Succession(InputTrigger, OutputTrigger);
}
private ControlOutput Process(Flow flow)
{
if (!AssertGle(flow)) {
Debug.LogError("Cannot find GLE.");
return OutputTrigger;
}
if (Gle is VisualScriptingGamelogicEngine vsGle) {
var pos = flow.GetValue<Vector3>(Position);
var kickAngle = flow.GetValue<float>(KickAngle);
var kickForce = flow.GetValue<float>(KickForce);
vsGle.BallManager.CreateBall(new DebugBallCreator(pos.x, pos.y, pos.z, kickAngle, kickForce));
}
return OutputTrigger;
}
}
}