TechbloxModdingAPI/GamecraftModdingAPI/Blocks/SignalingBlock.cs
NorbiPeti 3592c6f464 Add support for initializing blocks with properties
Newly created blocks use the initializer to set properties, allowing the user to set per-block properties
2020-07-15 21:58:24 +02:00

89 lines
2.6 KiB
C#

using System;
using Gamecraft.Wires;
using Svelto.ECS;
using Unity.Mathematics;
using GamecraftModdingAPI;
using GamecraftModdingAPI.Utility;
namespace GamecraftModdingAPI.Blocks
{
/// <summary>
/// Common implementation for blocks that support wiring.
/// </summary>
public class SignalingBlock : Block
{
public SignalingBlock(EGID id) : base(id)
{
if (!BlockEngine.GetBlockInfoExists<BlockPortsStruct>(this))
{
throw new BlockTypeException($"Block is not a {this.GetType().Name} block");
}
}
public SignalingBlock(uint id) : base(id)
{
if (!BlockEngine.GetBlockInfoExists<BlockPortsStruct>(this))
{
throw new BlockTypeException($"Block is not a {this.GetType().Name} block");
}
}
/// <summary>
/// Generates the input port identifiers.
/// </summary>
/// <returns>The input identifiers.</returns>
protected EGID[] GetInputIds()
{
return SignalEngine.GetSignalInputs(Id);
}
/// <summary>
/// Generates the output port identifiers.
/// </summary>
/// <returns>The output identifiers.</returns>
protected EGID[] GetOutputIds()
{
return SignalEngine.GetSignalOutputs(Id);
}
/// <summary>
/// Gets the connected wire.
/// </summary>
/// <returns>The connected wire.</returns>
/// <param name="portId">Port identifier.</param>
/// <param name="connected">Whether the port has a wire connected to it.</param>
protected ref WireEntityStruct GetConnectedWire(EGID portId, out bool connected)
{
return ref SignalEngine.MatchPortToWire(portId, Id, out connected);
}
/// <summary>
/// [EXPERIMENTAL] Gets the channel data.
/// </summary>
/// <returns>The channel data.</returns>
/// <param name="portId">Port identifier.</param>
/// <param name="exists">Whether the channel actually exists.</param>
protected ref ChannelDataStruct GetChannelData(EGID portId, out bool exists)
{
return ref SignalEngine.GetChannelDataStruct(portId, out exists);
}
/// <summary>
/// The input port count.
/// </summary>
public uint InputCount
{
get => BlockEngine.GetBlockInfo(this, (BlockPortsStruct st) => st.inputCount);
}
/// <summary>
/// The output port count.
/// </summary>
public uint OutputCount
{
get => BlockEngine.GetBlockInfo(this, (BlockPortsStruct st) => st.outputCount);
}
}
}