move puzzle implementations out of engine
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80
Assets/Engine/Runtime/Modules/State/DoorState.cs
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80
Assets/Engine/Runtime/Modules/State/DoorState.cs
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using EscapeRoomEngine.Engine.Runtime.Utilities;
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using NaughtyAttributes;
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namespace EscapeRoomEngine.Engine.Runtime.Modules.State
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{
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public enum DoorEventType
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{
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Locked, Unlocked, Connected, ExitedFrom
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}
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public delegate void DoorEventHandler(DoorModule source, DoorEventType e);
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/// <summary>
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/// The <see cref="ModuleState"/> of a <see cref="DoorModule"/>. Handles all events that can occur for a door.
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/// </summary>
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public class DoorState : ModuleState
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{
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/// <summary>
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/// Add event handlers to this hook to receive all events concerning this door.
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/// </summary>
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public event DoorEventHandler DoorEvent;
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/// <summary>
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/// The door module this state belongs to.
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/// </summary>
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protected DoorModule Module { get; set; }
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public bool Unlocked
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{
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get => _unlocked;
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private set
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{
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var type =
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!_unlocked && value ? Some<DoorEventType>.Of(DoorEventType.Unlocked)
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: _unlocked && !value ? Some<DoorEventType>.Of(DoorEventType.Locked)
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: None<DoorEventType>.New();
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_unlocked = value;
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type.Match(some: OnDoorEvent);
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}
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}
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private bool _unlocked;
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protected void OnDoorEvent(DoorEventType type)
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{
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Logger.Log($"{Module} has been {type}", LogType.PuzzleFlow);
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DoorEvent?.Invoke(Module, type);
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}
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public override void SetModule(Module module)
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{
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Module = DoorModule.FromModule(module);
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}
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public void Connect() => OnDoorEvent(DoorEventType.Connected);
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#region Debug Buttons
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[Button(enabledMode: EButtonEnableMode.Playmode)]
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internal void Unlock() => Unlocked = true;
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[Button(enabledMode: EButtonEnableMode.Playmode)]
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internal void Lock() => Unlocked = false;
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[Button(enabledMode: EButtonEnableMode.Playmode)]
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protected internal void ExitFrom() => OnDoorEvent(DoorEventType.ExitedFrom);
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#endregion
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public static DoorState FromState(ModuleState state)
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{
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if (state is DoorState doorState)
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{
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return doorState;
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}
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throw new WrongTypeException(typeof(DoorState), state.GetType(), typeof(ModuleState));
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}
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}
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}
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