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PulseSwitchUnit.cs
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99 lines (80 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.Collections.Generic;
using System.Collections.ObjectModel;
using Unity.VisualScripting;
using UnityEngine;
namespace VisualPinball.Unity.VisualScripting
{
[UnitTitle("Pulse Switch")]
[UnitSurtitle("Gamelogic Engine")]
[UnitCategory("Pinball")]
public class PulseSwitchUnit : GleUnit, IMultiInputUnit
{
[DoNotSerialize]
[PortLabelHidden]
public ControlInput InputTrigger;
[DoNotSerialize]
[PortLabelHidden]
public ControlOutput OutputTrigger;
[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]
[PortLabel("Delay (ms)")]
public ValueInput PulseDelay { get; private set; }
protected override void Definition()
{
InputTrigger = ControlInput(nameof(InputTrigger), Process);
OutputTrigger = ControlOutput(nameof(OutputTrigger));
var _multiInputs = new List<ValueInput>();
multiInputs = _multiInputs.AsReadOnly();
for (var i = 0; i < inputCount; i++) {
var input = ValueInput(i.ToString(), string.Empty);
_multiInputs.Add(input);
Requirement(input, InputTrigger);
}
PulseDelay = ValueInput(nameof(PulseDelay), 250);
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 pulseDuration = flow.GetValue<int>(PulseDelay);
foreach (var input in multiInputs) {
var switchId = flow.GetValue<string>(input);
Gle.Switch(switchId, true);
Player.ScheduleAction(pulseDuration, () => Gle.Switch(switchId, false));
}
return OutputTrigger;
}
}
}