refactor modules
This commit is contained in:
3
Assets/Station46/Modules/Terminal/Animations.meta
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3
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239
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239
Assets/Station46/Modules/Terminal/Animations/Terminal.controller
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Assets/Station46/Modules/Terminal/Scripts.meta
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Assets/Station46/Modules/Terminal/Scripts/Terminal.cs
Normal file
155
Assets/Station46/Modules/Terminal/Scripts/Terminal.cs
Normal file
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|
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using System.Collections.Generic;
|
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using System.Linq;
|
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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 JetBrains.Annotations;
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using NaughtyAttributes;
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using UnityEngine;
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using Logger = EscapeRoomEngine.Engine.Runtime.Utilities.Logger;
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using LogType = EscapeRoomEngine.Engine.Runtime.Utilities.LogType;
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namespace Station46.Runtime.Puzzle_A
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{
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/// <summary>
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/// The main component for the terminal module.
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/// </summary>
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[RequireComponent(typeof(Animator))]
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public class Terminal : CyclicStepPuzzle
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{
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private static readonly int LightFlash = Animator.StringToHash("Light Flash");
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[BoxGroup("Internal")] [Required]
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public Emission terminalLight;
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public List<SymbolButton> symbols;
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private IOption<Symbol> _activeSymbol;
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private Animator _animator;
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private Ball _ball;
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private void Awake()
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{
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List<SymbolButton> symbolInstances = new(symbols.Count);
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symbols = symbolInstances;
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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 SwitchStatementHandlesSomeKnownEnumValuesWithDefault
|
||||
switch (type)
|
||||
{
|
||||
case PuzzleEventType.Restarted:
|
||||
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|
||||
terminalLight.color = EscapeRoomEngine.Engine.Runtime.Engine.Theme.puzzleColor.hdr;
|
||||
symbols.ForEach(symbol => symbol.Enable());
|
||||
break;
|
||||
case PuzzleEventType.Solved:
|
||||
_ball.Active = false;
|
||||
terminalLight.color = EscapeRoomEngine.Engine.Runtime.Engine.Theme.solvedColor.hdr;
|
||||
symbols.ForEach(symbol => symbol.Disable());
|
||||
break;
|
||||
case PuzzleEventType.WrongInput:
|
||||
_animator.SetTrigger(LightFlash);
|
||||
break;
|
||||
}
|
||||
};
|
||||
|
||||
symbols.ForEach(symbol =>
|
||||
{
|
||||
symbol.ButtonEvent += (_, type) =>
|
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{
|
||||
if (type == ButtonEventType.Pressed)
|
||||
{
|
||||
PressedSymbol(symbol.symbolNumber);
|
||||
}
|
||||
};
|
||||
});
|
||||
|
||||
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|
||||
{
|
||||
symbol.SymbolEvent += type =>
|
||||
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|
||||
});
|
||||
}
|
||||
|
||||
public override void SetModule(Module module)
|
||||
{
|
||||
base.SetModule(module);
|
||||
|
||||
// The terminal requires a related symbol ball module
|
||||
var firstRelatedModule = Module.relatedModules[0];
|
||||
if (firstRelatedModule.State is Ball ball)
|
||||
{
|
||||
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|
||||
}
|
||||
else
|
||||
{
|
||||
throw new EngineException("Terminal was not assigned a related Ball.");
|
||||
}
|
||||
|
||||
TurnOnLights();
|
||||
}
|
||||
|
||||
[UsedImplicitly] // required in animation
|
||||
internal void TurnOnLights()
|
||||
{
|
||||
terminalLight.active = true;
|
||||
_ball.StatusLight = true;
|
||||
}
|
||||
|
||||
[UsedImplicitly] // required in animation
|
||||
internal void TurnOffLights()
|
||||
{
|
||||
terminalLight.active = false;
|
||||
_ball.StatusLight = false;
|
||||
}
|
||||
|
||||
private void PressedSymbol(int number)
|
||||
{
|
||||
if (!Solved)
|
||||
{
|
||||
Logger.Log($"Pressed symbol {number} on {this}", LogType.PuzzleDetail);
|
||||
|
||||
_activeSymbol.Match(some: symbol =>
|
||||
{
|
||||
if (number == symbol.symbolNumber)
|
||||
{
|
||||
CheckStep(symbol.symbolPosition);
|
||||
}
|
||||
else
|
||||
{
|
||||
WrongInput();
|
||||
}
|
||||
}, none: WrongInput);
|
||||
}
|
||||
}
|
||||
|
||||
#region Debug Buttons
|
||||
|
||||
[UsedImplicitly]
|
||||
[Button(enabledMode: EButtonEnableMode.Playmode)]
|
||||
public void PressSymbol0() => PressedSymbol(0);
|
||||
[UsedImplicitly]
|
||||
[Button(enabledMode: EButtonEnableMode.Playmode)]
|
||||
public void PressSymbol1() => PressedSymbol(1);
|
||||
[UsedImplicitly]
|
||||
[Button(enabledMode: EButtonEnableMode.Playmode)]
|
||||
public void PressSymbol2() => PressedSymbol(2);
|
||||
|
||||
#endregion
|
||||
|
||||
[UsedImplicitly] // used for field validation
|
||||
private bool SymbolCount(List<SymbolButton> list) => list.Count == symbolSlots.Count;
|
||||
}
|
||||
}
|
||||
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|
||||
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91
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214
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Reference in New Issue
Block a user