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Copy pathActivatePreferenceConditional.cs
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87 lines (80 loc) · 3.15 KB
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using Kitchen;
using KitchenData;
using KitchenMods;
using Unity.Collections;
using Unity.Entities;
namespace KitchenAutomationPlus
{
[UpdateInGroup(typeof(ActivateEffectsGroup))]
public class ActivatePreferenceConditional : GameSystemBase
{
public enum EffectCondition
{
Never,
Always,
WhileBeingUsed,
AtDay,
AtNight
}
public struct CEffectPreferenceConditional : IEffectCondition, IComponentData, IModComponent
{
public FixedString128 PreferenceID;
public EffectCondition ConditionWhenEnabled;
public EffectCondition ConditionWhenDisabled;
}
EntityQuery AppliesEffects;
protected override void Initialise()
{
base.Initialise();
AppliesEffects = GetEntityQuery(new QueryHelper()
.All(typeof(CAppliesEffect), typeof(CEffectPreferenceConditional)));
}
protected override void OnUpdate()
{
using NativeArray<Entity> entities = AppliesEffects.ToEntityArray(Allocator.Temp);
using NativeArray<CEffectPreferenceConditional> preferences = AppliesEffects.ToComponentDataArray<CEffectPreferenceConditional>(Allocator.Temp);
using NativeArray<CAppliesEffect> appliesEffects = AppliesEffects.ToComponentDataArray<CAppliesEffect>(Allocator.Temp);
for (int i = 0; i < entities.Length; i++)
{
Entity entity = entities[i];
CEffectPreferenceConditional preference = preferences[i];
CAppliesEffect effect = appliesEffects[i];
bool preferenceEnabled = Main.PrefManager.Get<bool>(preference.PreferenceID.ConvertToString());
EffectCondition activeCondition = preferenceEnabled? preference.ConditionWhenEnabled : preference.ConditionWhenDisabled;
effect.IsActive = GetState(activeCondition, in entity);
Set(entity, effect);
}
}
private bool GetState(EffectCondition condition, in Entity entity)
{
float timeOfDay = GetOrDefault<STime>().TimeOfDay;
bool is_night = timeOfDay > 0.66f;
switch (condition)
{
case EffectCondition.Never:
return false;
case EffectCondition.Always:
return true;
case EffectCondition.WhileBeingUsed:
if (RequireBuffer(entity, out DynamicBuffer<CBeingActedOnBy> actors))
{
foreach (CBeingActedOnBy actor in actors)
{
if (!actor.IsTransferOnly)
{
return true;
}
}
}
return false;
case EffectCondition.AtDay:
return !is_night;
case EffectCondition.AtNight:
return is_night;
default:
break;
}
return false;
}
}
}