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SwitchLampUnit.cs
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209 lines (168 loc) · 6.28 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("Switch Lamp")]
[UnitTitle("Switch Lamp (ID, match value)")]
[UnitSurtitle("Gamelogic Engine")]
[UnitCategory("Pinball")]
public class SwitchLampUnit : GleUnit, IMultiInputUnit
{
[Serialize, Inspectable, UnitHeaderInspectable("Match")]
public LampDataType MatchDataType { get; set; }
[Serialize, Inspectable, UnitHeaderInspectable("Non Match")]
public LampDataType NonMatchDataType { get; set; }
[Serialize, Inspectable, UnitHeaderInspectable("Value Compare")]
public CompareType ValueCompareType { 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]
[PortLabel("Source Value")]
public ValueInput SourceValue { get; private set; }
[DoNotSerialize]
public ValueInput Match { get; private set; }
[DoNotSerialize]
public ValueInput NonMatch { get; private set; }
[DoNotSerialize]
private readonly Dictionary<string, float> _intensityMultipliers = new();
private Dictionary<int, LampIdValue> _lampIdValueCache = new Dictionary<int, LampIdValue>();
protected override void Definition()
{
InputTrigger = ControlInput(nameof(InputTrigger), Process);
OutputTrigger = ControlOutput(nameof(OutputTrigger));
SourceValue = ValueInput<int>(nameof(SourceValue));
var mi = new List<ValueInput>();
multiInputs = mi.AsReadOnly();
for (var i = 0; i < inputCount; i++) {
var input = ValueInput(i.ToString(), LampIdValue.Empty.ToJson());
mi.Add(input);
Requirement(input, InputTrigger);
}
_lampIdValueCache.Clear();
Match = MatchDataType switch {
LampDataType.OnOff => ValueInput(nameof(Match), false),
LampDataType.Status => ValueInput(nameof(Match), LampStatus.Off),
LampDataType.Intensity => ValueInput(nameof(Match), 0f),
LampDataType.Color => ValueInput(nameof(Match), UnityEngine.Color.white),
_ => throw new ArgumentOutOfRangeException()
};
NonMatch = NonMatchDataType switch {
LampDataType.OnOff => ValueInput(nameof(NonMatch), false),
LampDataType.Status => ValueInput(nameof(NonMatch), LampStatus.Off),
LampDataType.Intensity => ValueInput(nameof(NonMatch), 0f),
LampDataType.Color => ValueInput(nameof(NonMatch), 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;
}
var sourceValue = flow.GetValue<int>(SourceValue);
foreach (var input in multiInputs) {
var json = flow.GetValue<string>(input);
if (!_lampIdValueCache.ContainsKey(json.GetHashCode())) {
_lampIdValueCache[json.GetHashCode()] = LampIdValue.FromJson(json);
}
var lampIdValue = _lampIdValueCache[json.GetHashCode()];
var match = false;
switch(ValueCompareType) {
case CompareType.NotEqual:
match = lampIdValue.value != sourceValue;
break;
case CompareType.GreaterThan:
match = lampIdValue.value > sourceValue;
break;
case CompareType.GreaterThanEqual:
match = lampIdValue.value >= sourceValue;
break;
case CompareType.LessThan:
match = lampIdValue.value < sourceValue;
break;
case CompareType.LessThanEqual:
match = lampIdValue.value <= sourceValue;
break;
default:
match = lampIdValue.value == sourceValue;
break;
}
var dataType = match ? MatchDataType : NonMatchDataType;
var value = match ? Match : NonMatch;
switch (dataType) {
case LampDataType.OnOff:
Player.SetLamp(lampIdValue.id, flow.GetValue<bool>(value) ? LampStatus.On : LampStatus.Off);
break;
case LampDataType.Status:
Player.SetLamp(lampIdValue.id, flow.GetValue<LampStatus>(value));
break;
case LampDataType.Intensity:
Player.SetLamp(lampIdValue.id, flow.GetValue<float>(value) * GetIntensityMultiplier(lampIdValue.id));
break;
case LampDataType.Color:
Player.SetLamp(lampIdValue.id, 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];
}
}
}