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SetVariableUnit.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 Unity.VisualScripting;
using UnityEngine;
namespace VisualPinball.Unity.VisualScripting
{
[UnitTitle("Set Player Variable")]
[UnitSurtitle("Player State")]
[UnitCategory("Pinball/Variables")]
public class SetPlayerVariableUnit : SetVariableUnit
{
[Serialize, Inspectable, UnitHeaderInspectable]
public PlayerVariableDefinition Variable { get; set; }
protected override State State => VsGle.CurrentPlayerState;
protected override VariableDefinition VariableDefinition => Variable;
}
[UnitTitle("Set Table Variable")]
[UnitSurtitle("Table State")]
[UnitCategory("Pinball/Variables")]
public class SetTableVariableUnit : SetVariableUnit
{
[Serialize, Inspectable, UnitHeaderInspectable]
public TableVariableDefinition Variable { get; set; }
protected override State State => VsGle.TableState;
protected override VariableDefinition VariableDefinition => Variable;
}
public abstract class SetVariableUnit : GleUnit
{
[DoNotSerialize, PortLabelHidden]
public ControlInput InputTrigger;
[DoNotSerialize, PortLabelHidden]
public ControlOutput OutputTrigger;
[DoNotSerialize, PortLabel("Value"), Inspectable]
public ValueInput Value { get; private set; }
[DoNotSerialize, PortLabel("Value"), Inspectable]
public ValueOutput OutputValue { get; private set; }
protected abstract State State { get; }
protected abstract VariableDefinition VariableDefinition { get; }
protected override void Definition()
{
InputTrigger = ControlInput(nameof(InputTrigger), Process);
OutputTrigger = ControlOutput(nameof(OutputTrigger));
Succession(InputTrigger, OutputTrigger);
if (VariableDefinition == null) {
return;
}
Value = VariableDefinition.Type switch {
VariableType.String => ValueInput<string>(nameof(Value), string.Empty),
VariableType.Integer => ValueInput<int>(nameof(Value), 0),
VariableType.Float => ValueInput<float>(nameof(Value), 0f),
VariableType.Boolean => ValueInput<bool>(nameof(Value), false),
_ => throw new ArgumentOutOfRangeException()
};
OutputValue = VariableDefinition.Type switch {
VariableType.String => ValueOutput<string>(nameof(Value)),
VariableType.Integer => ValueOutput<int>(nameof(Value)),
VariableType.Float => ValueOutput<float>(nameof(Value)),
VariableType.Boolean => ValueOutput<bool>(nameof(Value)),
_ => throw new ArgumentOutOfRangeException()
};
Requirement(Value, InputTrigger);
}
private ControlOutput Process(Flow flow)
{
if (!AssertVsGle(flow)) {
throw new InvalidOperationException("Cannot retrieve GLE from unit.");
}
switch (VariableDefinition.Type) {
case VariableType.String:
State.Set(VariableDefinition.Id, flow.GetValue<string>(Value));
flow.SetValue(OutputValue, flow.GetValue<string>(Value));
break;
case VariableType.Integer:
State.Set(VariableDefinition.Id, new Integer(flow.GetValue<int>(Value)));
flow.SetValue(OutputValue, flow.GetValue<int>(Value));
break;
case VariableType.Float:
State.Set(VariableDefinition.Id, new Float(flow.GetValue<float>(Value)));
flow.SetValue(OutputValue, flow.GetValue<float>(Value));
break;
case VariableType.Boolean:
State.Set(VariableDefinition.Id, new Bool(flow.GetValue<bool>(Value)));
flow.SetValue(OutputValue, flow.GetValue<bool>(Value));
break;
default:
throw new ArgumentOutOfRangeException();
}
return OutputTrigger;
}
}
}