Files
modular-vr/Assets/Escape Room Engine/Engine/Scripts/Modules/PuzzleModule.cs
2022-11-11 16:25:25 +01:00

57 lines
1.6 KiB
C#

using Escape_Room_Engine.Engine.Scripts.Utilities;
using UnityEngine;
using Logger = Escape_Room_Engine.Engine.Scripts.Utilities.Logger;
using LogType = Escape_Room_Engine.Engine.Scripts.Utilities.LogType;
namespace Escape_Room_Engine.Engine.Scripts.Modules
{
public enum PuzzleEventType
{
Reset, Solved
}
public delegate void PuzzleEventHandler(PuzzleModule source, PuzzleEventType e);
public class PuzzleModule : Module
{
internal event PuzzleEventHandler PuzzleEvent;
internal bool Solved
{
get => _solved;
private set
{
var type =
!_solved && value ? Some<PuzzleEventType>.Of(PuzzleEventType.Solved)
: _solved && value ? Some<PuzzleEventType>.Of(PuzzleEventType.Reset)
: None<PuzzleEventType>.New();
_solved = value;
type.Match(some: OnPuzzleEvent);
}
}
private bool _solved;
internal PuzzleModule(Space space, PuzzleModuleDescription description) : base(space, description)
{
srDimensions.Size = Vector2Int.one; // TODO: larger modules
}
protected virtual void OnPuzzleEvent(PuzzleEventType type)
{
Logger.Log($"{this} has been {type}", LogType.PuzzleFlow);
PuzzleEvent?.Invoke(this, type);
}
public void Solve()
{
Solved = true;
}
public override string ToString()
{
return $"Puzzle module ({(Solved ? "" : "not ")}solved)";
}
}
}