module state game objects
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@@ -0,0 +1,66 @@
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using System;
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using Escape_Room_Engine.Engine.Scripts.Utilities;
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using NaughtyAttributes;
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namespace Escape_Room_Engine.Engine.Scripts.Modules
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{
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public enum PuzzleEventType
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{
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Restarted, Solved
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}
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public delegate void PuzzleEventHandler(PuzzleModule source, PuzzleEventType e);
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public class PuzzleState : ModuleState
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{
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public event PuzzleEventHandler PuzzleEvent;
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private new PuzzleModule Module { get; set; }
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public bool Solved
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{
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get => _solved;
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private set
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{
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var type =
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!_solved && value ? Some<PuzzleEventType>.Of(PuzzleEventType.Solved)
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: _solved && !value ? Some<PuzzleEventType>.Of(PuzzleEventType.Restarted)
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: None<PuzzleEventType>.New();
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_solved = value;
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type.Match(some: OnPuzzleEvent);
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}
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}
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private bool _solved;
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private void OnPuzzleEvent(PuzzleEventType type)
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{
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Logger.Log($"{Module} has been {type}", LogType.PuzzleFlow);
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PuzzleEvent?.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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if (module is PuzzleModule puzzleModule)
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{
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Module = puzzleModule;
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}
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else
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{
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throw new Exception("Tried to set wrong type of module.");
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}
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}
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[Button(enabledMode: EButtonEnableMode.Playmode)]
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public void Solve()
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{
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Solved = true;
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}
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[Button(enabledMode: EButtonEnableMode.Playmode)]
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public void Restart()
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{
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Solved = false;
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}
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}
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}
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