oni-priority-ux/mod/PLibLighting/PRemoteLightWrapper.cs

84 lines
3.4 KiB
C#

/*
* Copyright 2022 Peter Han
* Permission is hereby granted, free of charge, to any person obtaining a copy of this software
* and associated documentation files (the "Software"), to deal in the Software without
* restriction, including without limitation the rights to use, copy, modify, merge, publish,
* distribute, sublicense, and/or sell copies of the Software, and to permit persons to whom the
* Software is furnished to do so, subject to the following conditions:
*
* The above copyright notice and this permission notice shall be included in all copies or
* substantial portions of the Software.
*
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED, INCLUDING
* BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND
* NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM,
* DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
* FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
*/
using PeterHan.PLib.Core;
using System;
using UnityEngine;
using BrightnessDict = System.Collections.Generic.IDictionary<int, float>;
namespace PeterHan.PLib.Lighting {
/// <summary>
/// Wraps a lighting system call from another mod's namespace.
/// </summary>
internal sealed class PRemoteLightWrapper : ILightShape {
// The delegate type covering calls to FillLight from other mods.
private delegate void FillLightDelegate(GameObject source, int cell, int range,
BrightnessDict brightness);
/// <summary>
/// Creates a light shape instance from another mod.
/// </summary>
/// <param name="other">The object to convert.</param>
/// <returns>A light shape object in this mod's namespace that delegates lighting
/// calls to the other mod if necessary.</returns>
internal static ILightShape LightToInstance(object other) {
return (other == null || other.GetType().Name != nameof(PLightShape)) ? null :
((other is ILightShape ls) ? ls : new PRemoteLightWrapper(other));
}
/// <summary>
/// The method to call when lighting system handling is requested.
/// </summary>
private readonly FillLightDelegate fillLight;
public string Identifier { get; }
public LightShape KleiLightShape { get; }
public LightShape RayMode { get; }
internal PRemoteLightWrapper(object other) {
if (other == null)
throw new ArgumentNullException(nameof(other));
if (!PPatchTools.TryGetPropertyValue(other, nameof(ILightShape.KleiLightShape),
out LightShape ls))
throw new ArgumentException("Light shape is missing KleiLightShape");
KleiLightShape = ls;
if (!PPatchTools.TryGetPropertyValue(other, nameof(ILightShape.Identifier),
out string id) || id == null)
throw new ArgumentException("Light shape is missing Identifier");
Identifier = id;
if (!PPatchTools.TryGetPropertyValue(other, nameof(ILightShape.RayMode),
out LightShape rm))
rm = (LightShape)(-1);
RayMode = rm;
var otherType = other.GetType();
fillLight = otherType.CreateDelegate<FillLightDelegate>(nameof(PLightShape.
DoFillLight), other, typeof(GameObject), typeof(int), typeof(int),
typeof(BrightnessDict));
if (fillLight == null)
throw new ArgumentException("Light shape is missing FillLight");
}
public void FillLight(LightingArgs args) {
fillLight.Invoke(args.Source, args.SourceCell, args.Range, args.Brightness);
}
}
}