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TriggerPinballEventUnit.cs
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// Visual Pinball Engine
// Copyright (C) 2022 freezy and VPE Team
//
// This program is free software: you can redistribute it and/or modify
// it under the terms of the GNU General Public License as published by
// the Free Software Foundation, either version 3 of the License, or
// (at your option) any later version.
//
// This program is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
// GNU General Public License for more details.
//
// You should have received a copy of the GNU General Public License
// along with this program. If not, see <https://www.gnu.org/licenses/>.
// ReSharper disable InconsistentNaming
using System.Collections.Generic;
using System.Linq;
using Unity.VisualScripting;
using UnityEngine;
namespace VisualPinball.Unity.VisualScripting
{
/// <summary>
/// Triggers a pinball event.
/// </summary>
[UnitTitle("Trigger Pinball Event")]
[UnitSurtitle("Pinball Event")]
[UnitShortTitle("Trigger")]
[TypeIcon(typeof(CustomEvent))]
[UnitCategory("Events/Pinball")]
public sealed class TriggerPinballEventUnit : GleUnit
{
[Serialize, Inspectable, UnitHeaderInspectable]
public EventDefinition Event { get; set; }
[SerializeAs(nameof(argumentCount))]
private int _argumentCount;
[DoNotSerialize]
public List<ValueInput> Arguments { get; private set; }
[DoNotSerialize]
[Inspectable, UnitHeaderInspectable("Arguments")]
public int argumentCount {
get => _argumentCount;
set => _argumentCount = Mathf.Clamp(value, 0, 10);
}
[DoNotSerialize]
[PortLabelHidden]
public ControlInput InputTrigger { get; private set; }
[DoNotSerialize]
[PortLabelHidden]
public ControlOutput OutputTrigger { get; private set; }
protected override void Definition()
{
InputTrigger = ControlInput(nameof(InputTrigger), Trigger);
OutputTrigger = ControlOutput(nameof(OutputTrigger));
Arguments = new List<ValueInput>();
for (var i = 0; i < argumentCount; i++) {
var argument = ValueInput<object>("argument_" + i);
Arguments.Add(argument);
Requirement(argument, InputTrigger);
}
Succession(InputTrigger, OutputTrigger);
}
private ControlOutput Trigger(Flow flow)
{
var args = Arguments.Select(flow.GetConvertedValue).ToArray();
PinballEventUnit.Trigger(Event.Id, args);
return OutputTrigger;
}
}
}