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AllSwitchesEnabledEventUnit.cs
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81 lines (69 loc) · 2.35 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.Collections.Generic;
using System.Collections.ObjectModel;
using Unity.VisualScripting;
using UnityEngine;
namespace VisualPinball.Unity.VisualScripting
{
[UnitTitle("On All Switches Enabled")]
[UnitSurtitle("Gamelogic Engine")]
[UnitCategory("Events\\Pinball")]
public class AllSwitchesEnabledEventUnit : GleEventUnit<SwitchEventArgs2>, IMultiInputUnit
{
[SerializeAs(nameof(inputCount))]
private int _inputCount = 1;
[DoNotSerialize]
[Inspectable, UnitHeaderInspectable("Switch IDs")]
public int inputCount
{
get => _inputCount;
set => _inputCount = Mathf.Clamp(value, 1, 10);
}
[DoNotSerialize]
public ReadOnlyCollection<ValueInput> multiInputs { get; private set; }
[DoNotSerialize]
protected override bool register => true;
public override EventHook GetHook(GraphReference reference) => new EventHook(VisualScriptingEventNames.SwitchEvent);
protected override void Definition()
{
base.Definition();
var _multiInputs = new List<ValueInput>();
multiInputs = _multiInputs.AsReadOnly();
for (var i = 0; i < inputCount; i++) {
_multiInputs.Add(ValueInput(i.ToString(), string.Empty));
}
}
protected override bool ShouldTrigger(Flow flow, SwitchEventArgs2 args)
{
if (!AssertGle(flow)) {
Debug.LogError("Cannot find GLE.");
return false;
}
var validSwitch = false;
foreach(var input in multiInputs) {
var swId = flow.GetValue<string>(input);
if (swId == args.Id) {
validSwitch = true;
}
if (!Gle.GetSwitch(swId)) {
return false;
}
}
return validSwitch;
}
}
}