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ModeSound.cs
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54 lines (46 loc) · 2.01 KB
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// Visual Pinball Engine
// Copyright (C) 2025 freezy and VPE Team
//
// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
// OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
// SOFTWARE.
using UnityEngine;
using VisualPinball.Engine.Mpf.Unity.MediaController.Messages.Mode;
using VisualPinball.Unity;
using Logger = NLog.Logger;
namespace VisualPinball.Engine.Mpf.Unity.MediaController.Sound
{
[AddComponentMenu("Pinball/Sound/MPF Mode Sound")]
public class ModeSound : BinaryEventSoundComponent<ModeMonitor, bool>
{
[SerializeField] private string _modeName;
private static Logger Logger = NLog.LogManager.GetCurrentClassLogger();
protected override bool InterpretAsBinary(bool eventArgs) => eventArgs; // Big brain time
protected override void Subscribe(ModeMonitor eventSource)
{
eventSource.IsModeActiveChanged += OnEvent;
}
protected override void Unsubscribe(ModeMonitor eventSource)
{
eventSource.IsModeActiveChanged -= OnEvent;
}
protected override bool TryFindEventSource(out ModeMonitor eventSource)
{
eventSource = null;
if (string.IsNullOrWhiteSpace(_modeName))
{
Logger.Warn("No mode name is specified. The component 'MPF Mode Sound' on game object "
+ $"'{gameObject.name}' will not do anything.");
return false;
}
if (!MpfGamelogicEngine.TryGetBcpInterface(this, out var bcpInterface))
return false;
eventSource = new ModeMonitor(bcpInterface, _modeName);
return true;
}
}
}