Files
brick-framework/GameCore/Logic/LogicSequenceSystem.cs

63 lines
2.1 KiB
C#

using GameCore.ECS;
using GameCore.ECS.Interfaces;
using GameCore.Events;
namespace GameCore.Logic;
public class LogicSequenceSystem : ISystem
{
private readonly World _world;
public LogicSequenceSystem(World world)
{
_world = world;
world.Subscribe<ButtonPressedEvent>(OnButtonPressed);
}
public void Update(World world, float deltaTime)
{
}
private void OnButtonPressed(ButtonPressedEvent e)
{
var logicEntities = _world.GetEntitiesWith<LogicSequenceComponent>();
foreach (var entity in logicEntities)
{
var logic = _world.GetComponent<LogicSequenceComponent>(entity);
if (logic == null) continue;
if (!logic.RequiredChannels.Contains(e.ChannelId)) continue;
if (e.NewState)
logic.ActivatedChannels.Add(e.ChannelId);
else
logic.ActivatedChannels.Remove(e.ChannelId);
_world.Logger.Info(
$"[LogicSequenceSystem] Channel '{e.ChannelId}' activated. Total {logic.ActivatedChannels.Count}/{logic.RequiredChannels.Count}");
var allConditionsMet = logic.ActivatedChannels.Count == logic.RequiredChannels.Count;
if (allConditionsMet && !logic.IsCurrentlyActive)
{
if (logic.IsOneTimeTrigger && logic.HasTriggered) continue;
_world.Logger.Info("[LogicSequenceSystem] All channels activated. Executing OnActivateActions.");
foreach (var action in logic.OnActivateActions) action.Execute(_world);
logic.IsCurrentlyActive = true;
logic.HasTriggered = true;
}
else if (!allConditionsMet && logic.IsCurrentlyActive)
{
if (logic.IsOneTimeTrigger) continue;
_world.Logger.Info("[LogicSequenceSystem] Channels deactivated. Executing OnDeactivateActions.");
foreach (var action in logic.OnDeactivateActions) action.Execute(_world);
logic.IsCurrentlyActive = false;
}
}
}
}