refactor modules
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85
Assets/Station46/Scripts/StepPuzzle.cs
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85
Assets/Station46/Scripts/StepPuzzle.cs
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using System;
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using EscapeRoomEngine.Engine.Runtime.Modules.State;
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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
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{
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/// <summary>
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/// The <see cref="PuzzleState"/> of a puzzle that includes a number of steps that need to be completed to solve it.
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/// </summary>
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public abstract class StepPuzzle : PuzzleState
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{
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[BoxGroup("Step Puzzle")]
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[InfoBox("In easy mode, the step puzzle will not reset if a wrong input is made.")]
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public bool easyMode;
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[BoxGroup("Step Puzzle")] [Min(0)]
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public int totalSteps;
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[BoxGroup("Step Puzzle")] [ProgressBar("Step", "totalSteps", EColor.Orange)]
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public int currentStep;
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protected override void Start()
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{
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PuzzleEvent += (_, type) =>
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{
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switch (type)
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{
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case PuzzleEventType.Restarted:
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currentStep = 0;
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break;
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case PuzzleEventType.Solved:
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currentStep = totalSteps;
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break;
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case PuzzleEventType.WrongInput:
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if (!easyMode)
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{
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currentStep = 0;
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}
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break;
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default:
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throw new ArgumentOutOfRangeException(nameof(type), type, null);
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}
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};
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base.Start();
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}
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protected virtual void CheckStep(int step)
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{
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if (!Solved)
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{
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if (step == currentStep)
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{
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Step();
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}
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else
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{
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WrongInput();
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}
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}
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}
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#region Debug Buttons
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[Button(enabledMode: EButtonEnableMode.Playmode)]
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protected void Step()
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{
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if (!Solved)
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{
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currentStep++;
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if (currentStep >= totalSteps)
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{
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Solve();
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}
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else
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{
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Logger.Log($"{this} step {currentStep}/{totalSteps}", LogType.PuzzleDetail);
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}
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}
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}
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#endregion
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}
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}
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