Files
modular-vr/Assets/Escape Room Engine/Engine/Scripts/Modules/PuzzleState.cs
2022-11-13 20:49:32 +01:00

66 lines
1.7 KiB
C#

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