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CreatePlayerStateUnit.cs
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94 lines (77 loc) · 2.75 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.Linq;
using Unity.VisualScripting;
namespace VisualPinball.Unity.VisualScripting
{
[UnitTitle("Create Player State")]
[UnitSurtitle("Player State")]
[UnitCategory("Pinball/Variables")]
public class CreatePlayerStateUnit : GleUnit
{
[Serialize, Inspectable, UnitHeaderInspectable("Auto-increment")]
public bool AutoIncrement { get; set; }
[DoNotSerialize]
[PortLabelHidden]
public ControlInput InputTrigger;
[DoNotSerialize]
[PortLabelHidden]
public ControlOutput OutputTrigger;
[DoNotSerialize]
[PortLabel("Player ID")]
public ValueInput PlayerId { get; private set; }
[DoNotSerialize]
[PortLabel("Set as Active")]
public ValueInput SetAsActive { get; set; }
[DoNotSerialize]
[PortLabel("Destroy Previous")]
public ValueInput DestroyPrevious { get; set; }
protected override void Definition()
{
InputTrigger = ControlInput(nameof(InputTrigger), Process);
OutputTrigger = ControlOutput(nameof(OutputTrigger));
if (!AutoIncrement) {
PlayerId = ValueInput(nameof(PlayerId), 0);
Requirement(PlayerId, InputTrigger);
}
SetAsActive = ValueInput(nameof(SetAsActive), false);
DestroyPrevious = ValueInput(nameof(DestroyPrevious), false);
Succession(InputTrigger, OutputTrigger);
}
private ControlOutput Process(Flow flow)
{
if (!AssertVsGle(flow)) {
throw new InvalidOperationException("Cannot retrieve GLE from unit.");
}
// destroy previous
if (flow.GetValue<bool>(DestroyPrevious)) {
VsGle.DestroyPlayerStates();
}
// determine new player id
var newPlayerId = AutoIncrement && VsGle.PlayerStates.Count > 0
? VsGle.PlayerStates.Keys.Max() + 1
: VsGle.PlayerStates.Count == 0 ? 0 : flow.GetValue<int>(PlayerId);
// create new state
VsGle.CreatePlayerState(newPlayerId);
// set as active
if (flow.GetValue<bool>(SetAsActive)) {
VsGle.SetCurrentPlayer(newPlayerId, flow.GetValue<bool>(DestroyPrevious));
}
return OutputTrigger;
}
}
}