using System; using System.Collections.Generic; using EscapeRoomEngine.Engine.Runtime.Modules; using EscapeRoomEngine.Engine.Runtime.Utilities; using NaughtyAttributes; using UnityEngine; using Logger = EscapeRoomEngine.Engine.Runtime.Utilities.Logger; using LogType = EscapeRoomEngine.Engine.Runtime.Utilities.LogType; namespace EscapeRoomEngine.Desert.Runtime.Puzzle_A { [RequireComponent(typeof(Animator))] public class Terminal : CyclicStepPuzzle { private static readonly int LightFlash = Animator.StringToHash("Light Flash"); [BoxGroup("Internal")] [Required] public Emission terminalLight; [BoxGroup("Internal")] public List symbols; private int _activeSymbol, _lastPressedSymbol; private Animator _animator; private Ball _ball; private void Awake() { _animator = GetComponent(); } protected override void Start() { base.Start(); PuzzleEvent += (_, type) => { switch (type) { case PuzzleEventType.Restarted: _ball.Active = true; terminalLight.color = theme.puzzleColor; symbols.ForEach(symbol => symbol.Enable()); break; case PuzzleEventType.Solved: _ball.Active = false; terminalLight.color = theme.solvedColor; symbols.ForEach(symbol => symbol.Disable()); break; case PuzzleEventType.WrongInput: _animator.SetTrigger(LightFlash); break; default: throw new ArgumentOutOfRangeException(nameof(type), type, null); } }; symbols.ForEach(symbol => { symbol.ButtonEvent += (_, type) => { if (type == ButtonEventType.Pressed) { PressedSymbol(symbol.symbolNumber); } }; }); _ball.ring.symbols.ForEach(symbol => { symbol.SymbolEvent += type => _activeSymbol = type == SymbolEventType.Activated ? symbol.symbolNumber : -1; }); } public override void SetModule(Module module) { base.SetModule(module); var firstRelatedModule = Module.relatedModules[0]; if (firstRelatedModule.State is Ball ball) { _ball = ball; } else { throw new EngineException("Terminal was not assigned a related Ball."); } TurnOnLights(); } // required in animation internal void TurnOnLights() { terminalLight.active = true; _ball.StatusLight = true; } // required in animation internal void TurnOffLights() { terminalLight.active = false; _ball.StatusLight = false; } internal void PressedSymbol(int number) { if (!Solved) { Logger.Log($"Pressed symbol {number} on {this}", LogType.PuzzleDetail); if (number == _activeSymbol) { CheckStep(number); } else { WrongInput(); } } } #region Debug Buttons [Button(enabledMode: EButtonEnableMode.Playmode)] public void PressSymbol0() => PressedSymbol(0); [Button(enabledMode: EButtonEnableMode.Playmode)] public void PressSymbol1() => PressedSymbol(1); [Button(enabledMode: EButtonEnableMode.Playmode)] public void PressSymbol2() => PressedSymbol(2); #endregion } }