init: version 1

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2025-07-17 17:16:02 +02:00
commit a76c0f6445
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using UnityEngine;
/// <summary>
/// Activateable is a base class for objects that can
/// be activated or deactivated by a sensor.
/// </summary>
public abstract class Activateable : MonoBehaviour
{
[Header("Activateable Configuration")]
public bool inverted;
public bool isActive;
protected abstract void OnActivation();
protected abstract void OnDeactivation();
public void SetActivation(bool state)
{
isActive = inverted ? !state : state;
if (isActive) OnActivation();
else OnDeactivation();
}
protected virtual void Start()
{
if (isActive) OnActivation();
else OnDeactivation();
}
}

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fileFormatVersion: 2
guid: 1c81f590d7854b14932f4d61d140d93a
timeCreated: 1751737003

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using UnityEngine;
/// <summary>
/// ColorChangeController updates the color of a sprite
/// based on its activation state.
/// </summary>
[RequireComponent(typeof(SpriteRenderer))]
public class ColorChangeController : Activateable
{
[Header("Configuration")]
public Color activatedColor = new(148 / 255f, 209 / 255f, 124 / 255f);
public Color deactivatedColor = new(219 / 255f, 219 / 255f, 219 / 255f);
private SpriteRenderer _spriteRenderer;
private void Awake()
{
_spriteRenderer = GetComponent<SpriteRenderer>();
}
protected override void OnActivation() => _spriteRenderer.color = activatedColor;
protected override void OnDeactivation() => _spriteRenderer.color = deactivatedColor;
}

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fileFormatVersion: 2
guid: e48fb98a5b7b173439a0f0fa0f074b4c

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using Unity.Mathematics;
using UnityEngine;
/// <summary>
/// MergerController is a sensor that activates or deactivates
/// when multiple connections are active.
/// </summary>
public class MergerController : Activateable
{
[Header("Configuration")]
public Color activatedColor = new(148 / 255f, 209 / 255f, 124 / 255f);
public Color deactivatedColor = new(219 / 255f, 219 / 255f, 219 / 255f);
public int connectionCount = 2;
public Activateable[] activateables;
private int _activeConnectionCount = 0;
private SpriteRenderer _spriteRenderer;
private void Awake()
{
_spriteRenderer = GetComponent<SpriteRenderer>();
}
protected override void OnActivation()
{
_activeConnectionCount++;
if (_activeConnectionCount < connectionCount) return;
_spriteRenderer.color = activatedColor;
foreach (Activateable activatable in activateables)
{
activatable.SetActivation(true);
}
}
protected override void OnDeactivation()
{
_activeConnectionCount = math.max(0, _activeConnectionCount - 1);
if (_activeConnectionCount >= connectionCount) return;
_spriteRenderer.color = deactivatedColor;
foreach (Activateable activatable in activateables)
{
activatable.SetActivation(false);
}
}
}

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fileFormatVersion: 2
guid: 88142265365e0ad3f8bf0b014c0f9401

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using UnityEngine;
using System.Collections;
/// <summary>
/// SensorController is a sensor that activates or deactivates
/// based on collisions with a cube or player.
/// </summary>
public class SensorController : MonoBehaviour
{
private int _collisionEnterCount;
private SpriteRenderer _spriteRenderer;
private Coroutine _activationCoroutine;
[Header("Configuration")]
public Color activatedColor = new (44 / 255f, 127 / 255f, 33/ 255f);
public Color deactivatedColor = new (218 / 255f, 65 / 255f, 60 / 255f);
public float activationDelay = 0.2f;
public bool requiresCube;
public int requiredCubeOriginMap = -1;
public Activateable[] activateables;
private void Start()
{
_spriteRenderer = GetComponent<SpriteRenderer>();
_spriteRenderer.color = deactivatedColor;
}
private void OnCollisionEnter2D(Collision2D collision)
{
if (!IsMatch(collision)) return;
_collisionEnterCount++;
if (_collisionEnterCount != 1) return;
_activationCoroutine ??= StartCoroutine(ActivateAfterDelay());
}
private void OnCollisionExit2D(Collision2D collision)
{
if (!IsMatch(collision)) return;
_collisionEnterCount--;
if (_collisionEnterCount != 0) return;
if (_activationCoroutine != null)
{
StopCoroutine(_activationCoroutine);
_activationCoroutine = null;
}
else
{
_spriteRenderer.color = deactivatedColor;
foreach (Activateable activateable in activateables)
{
activateable.SetActivation(false);
}
}
}
private bool IsMatch(Collision2D collision)
{
if (requiresCube)
{
if (!collision.gameObject.CompareTag("Cube")) return false;
var originMap = collision.gameObject.GetComponent<CubeController>().originMap;
if (requiredCubeOriginMap != -1 && originMap != requiredCubeOriginMap) return false;
}
return true;
}
private IEnumerator ActivateAfterDelay()
{
yield return new WaitForSeconds(activationDelay);
_activationCoroutine = null;
_spriteRenderer.color = activatedColor;
foreach (Activateable activateable in activateables)
{
activateable.SetActivation(true);
}
}
}

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fileFormatVersion: 2
guid: 62fa21a751f6cedee9ac7f5910595add