quantum-space-buddies/QSB/QuantumSync/WorldObjects/QSBMultiStateQuantumObject.cs

64 lines
1.6 KiB
C#

using OWML.Utils;
using QSB.Utility;
using QSB.WorldSync;
using System.Collections.Generic;
using System.Linq;
using UnityEngine.UI;
namespace QSB.QuantumSync.WorldObjects
{
internal class QSBMultiStateQuantumObject : QSBQuantumObject<MultiStateQuantumObject>
{
public List<QSBQuantumState> QuantumStates { get; private set; }
public Text DebugBoxText;
public int CurrentState => AttachedObject._stateIndex;
public override void OnRemoval()
{
base.OnRemoval();
if (DebugBoxText != null)
{
UnityEngine.Object.Destroy(DebugBoxText.gameObject);
}
}
public override void Init(MultiStateQuantumObject attachedObject, int id)
{
ObjectId = id;
AttachedObject = attachedObject;
if (QSBCore.DebugMode)
{
DebugBoxText = DebugBoxManager.CreateBox(AttachedObject.transform, 0, $"Multistate\r\nid:{id}\r\nstate:{CurrentState}").GetComponent<Text>();
}
base.Init(attachedObject, id);
}
public override void PostInit()
{
QuantumStates = AttachedObject._states.ToList().Select(x => QSBWorldSync.GetWorldFromUnity<QSBQuantumState, QuantumState>(x)).ToList();
if (QuantumStates.Any(x => x == null))
{
DebugLog.ToConsole($"Error - {AttachedObject.name} has one or more null QSBQuantumStates assigned!", OWML.Common.MessageType.Error);
}
}
public void ChangeState(int newStateIndex)
{
if (CurrentState != -1)
{
QuantumStates[CurrentState].SetVisible(false);
}
QuantumStates[newStateIndex].SetVisible(true);
AttachedObject._stateIndex = newStateIndex;
if (QSBCore.DebugMode)
{
DebugBoxText.text = $"Multistate\r\nid:{ObjectId}\r\nstate:{CurrentState}";
}
}
}
}