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SetLampUnit.cs
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142 lines (121 loc) · 4.21 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 System.Collections.Generic;
using System.Collections.ObjectModel;
using System.Linq;
using Unity.VisualScripting;
using UnityEngine;
using VisualPinball.Engine.Game.Engines;
using Color = VisualPinball.Engine.Math.Color;
namespace VisualPinball.Unity.VisualScripting
{
[UnitShortTitle("Set Lamp")]
[UnitTitle("Set Lamp")]
[UnitSurtitle("Gamelogic Engine")]
[UnitCategory("Pinball")]
public class SetLampUnit : GleUnit, IMultiInputUnit
{
[Serialize, Inspectable, UnitHeaderInspectable]
public LampDataType DataType { get; set; }
[DoNotSerialize]
[Inspectable, UnitHeaderInspectable("Lamp IDs")]
public int inputCount
{
get => _inputCount;
set => _inputCount = Mathf.Clamp(value, 1, 10);
}
[DoNotSerialize]
[PortLabelHidden]
public ControlInput InputTrigger;
[DoNotSerialize]
[PortLabelHidden]
public ControlOutput OutputTrigger;
[SerializeAs(nameof(inputCount))]
private int _inputCount = 1;
[DoNotSerialize]
public ReadOnlyCollection<ValueInput> multiInputs { get; private set; }
[DoNotSerialize]
public ValueInput Value { get; private set; }
[DoNotSerialize]
private readonly Dictionary<string, float> _intensityMultipliers = new();
protected override void Definition()
{
InputTrigger = ControlInput(nameof(InputTrigger), Process);
OutputTrigger = ControlOutput(nameof(OutputTrigger));
var mi = new List<ValueInput>();
multiInputs = mi.AsReadOnly();
for (var i = 0; i < inputCount; i++) {
var input = ValueInput(i.ToString(), string.Empty);
mi.Add(input);
Requirement(input, InputTrigger);
}
Value = DataType switch {
LampDataType.OnOff => ValueInput(nameof(Value), false),
LampDataType.Status => ValueInput(nameof(Value), LampStatus.Off),
LampDataType.Intensity => ValueInput(nameof(Value), 0f),
LampDataType.Color => ValueInput(nameof(Value), UnityEngine.Color.white),
_ => throw new ArgumentOutOfRangeException()
};
Succession(InputTrigger, OutputTrigger);
}
private ControlOutput Process(Flow flow)
{
if (!AssertGle(flow)) {
Debug.LogError("Cannot find GLE.");
return OutputTrigger;
}
if (!AssertPlayer(flow)) {
Debug.LogError("Cannot find player.");
return OutputTrigger;
}
foreach (var input in multiInputs) {
var lampId = flow.GetValue<string>(input);
switch (DataType) {
case LampDataType.OnOff:
Player.SetLamp(lampId, flow.GetValue<bool>(Value) ? LampStatus.On : LampStatus.Off);
break;
case LampDataType.Status:
Player.SetLamp(lampId, flow.GetValue<LampStatus>(Value));
break;
case LampDataType.Intensity:
Player.SetLamp(lampId, flow.GetValue<float>(Value) * GetIntensityMultiplier(lampId));
break;
case LampDataType.Color:
Player.SetLamp(lampId, flow.GetValue<UnityEngine.Color>(Value).ToEngineColor());
break;
default:
throw new ArgumentOutOfRangeException();
}
}
return OutputTrigger;
}
private float GetIntensityMultiplier(string id)
{
if (_intensityMultipliers.ContainsKey(id)) {
return _intensityMultipliers[id];
}
var mapping = Player.LampMapping.FirstOrDefault(l => l.Id == id);
if (mapping == null) {
Debug.LogError($"Unknown lamp ID {id}.");
_intensityMultipliers[id] = 1;
return 1;
}
_intensityMultipliers[id] = mapping.Type == LampType.Rgb ? 255 : 1;
return _intensityMultipliers[id];
}
}
}