refactor modules
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95
Assets/Station46/Modules/Holes/Scripts/Holes.cs
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95
Assets/Station46/Modules/Holes/Scripts/Holes.cs
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using System.Collections.Generic;
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using EscapeRoomEngine.Engine.Runtime.Modules;
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using EscapeRoomEngine.Engine.Runtime.Modules.State;
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using EscapeRoomEngine.Engine.Runtime.Utilities;
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using NaughtyAttributes;
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using Station46.Runtime;
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using UnityEngine;
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namespace Station46.Holes.Scripts
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{
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/// <summary>
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/// The main component for the orb grid module.
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/// </summary>
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public class Holes : StatePuzzle
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{
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[BoxGroup("Internal")] [SerializeField]
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private Emission frameLight;
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private List<Hole> _holes;
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private Dispenser.Scripts.Dispenser _dispenser;
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protected override void Awake()
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{
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base.Awake();
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_holes = new List<Hole>(GetComponentsInChildren<Hole>());
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}
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protected override void Start()
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{
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base.Start();
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PuzzleEvent += (_, type) =>
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{
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// ReSharper disable once SwitchStatementMissingSomeEnumCasesNoDefault
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switch (type)
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{
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case PuzzleEventType.Restarted:
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var color = EscapeRoomEngine.Engine.Runtime.Engine.Theme.puzzleColor;
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_holes.ForEach(hole =>
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{
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hole.Enable();
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hole.Emission.color = color.hdr;
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});
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frameLight.color = color.hdr;
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_dispenser.Reset();
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break;
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case PuzzleEventType.Solved:
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var solvedColor = EscapeRoomEngine.Engine.Runtime.Engine.Theme.solvedColor;
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var activeColor = EscapeRoomEngine.Engine.Runtime.Engine.Theme.activeColor;
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_holes.ForEach(hole =>
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{
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hole.Disable();
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hole.Emission.color = solution[hole.number] == 1 ? activeColor.hdr : solvedColor.hdr;
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});
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frameLight.color = solvedColor.hdr;
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_dispenser.Solve();
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break;
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}
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};
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_holes.ForEach(hole => hole.ButtonEvent += (_, type) =>
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{
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// ReSharper disable once SwitchStatementMissingSomeEnumCasesNoDefault
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switch (type)
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{
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case ButtonEventType.Pressed:
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SetState(hole.number, 1, true);
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break;
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case ButtonEventType.Released:
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SetState(hole.number, 0, true);
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break;
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}
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});
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frameLight.active = true;
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}
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public override void SetModule(Module module)
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{
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base.SetModule(module);
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// The holes require a related dispenser module
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var firstRelatedModule = Module.relatedModules[0];
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if (firstRelatedModule.State is Dispenser.Scripts.Dispenser dispenser)
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{
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_dispenser = dispenser;
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}
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else
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{
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throw new EngineException("Holes were not assigned a related Dispenser.");
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}
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}
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}
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}
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