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GetPlayerIdUnit.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/>.
using System;
using System.Linq;
using Unity.VisualScripting;
namespace VisualPinball.Unity.VisualScripting
{
[UnitTitle("Get Player ID")]
[UnitSurtitle("Player State")]
[UnitCategory("Pinball/Variables")]
public class GetPlayerIdUnit : GleUnit
{
[Serialize, Inspectable, UnitHeaderInspectable]
public WhichPlayer Which { get; set; }
[DoNotSerialize, PortLabel("Player ID"), Inspectable]
public ValueOutput PlayerId { get; private set; }
protected override void Definition()
{
PlayerId = ValueOutput(nameof(PlayerId), GetPlayerId);
}
private int GetPlayerId(Flow flow)
{
if (!AssertVsGle(flow)) {
throw new InvalidOperationException("Cannot retrieve GLE from unit.");
}
return Which switch {
WhichPlayer.First => VsGle.PlayerStates.Keys.Min(),
WhichPlayer.Last => VsGle.PlayerStates.Keys.Max(),
WhichPlayer.Current => VsGle.CurrentPlayerState.Id,
_ => throw new ArgumentOutOfRangeException()
};
}
}
public enum WhichPlayer
{
Current, First, Last
}
}