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