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fix: Additionally map string-parsed IDs when mapping coils.
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freezy committed Aug 20, 2022
1 parent a701653 commit bd0223f
Showing 1 changed file with 18 additions and 4 deletions.
22 changes: 18 additions & 4 deletions VisualPinball.Unity/VisualPinball.Unity/Game/CoilPlayer.cs
Original file line number Diff line number Diff line change
Expand Up @@ -107,18 +107,32 @@ public void OnStart()
}
}

/// <summary>
/// Assigns a coil mapping with the coil's ID, but also with an int-parsed ID,
/// so we can name them "01" and it still works with PinMAME.
/// </summary>
/// <param name="coilMapping">Mapping to assign</param>
/// <param name="isLampCoil">If it's a flasher</param>
private void AssignCoilMapping(CoilMapping coilMapping, bool isLampCoil)
{
if (!_coilAssignments.ContainsKey(coilMapping.Id)) {
_coilAssignments[coilMapping.Id] = new List<CoilDestConfig>();
AssignCoilMapping(coilMapping.Id, coilMapping, isLampCoil);
if (int.TryParse(coilMapping.Id, out var id) && id.ToString() != coilMapping.Id) {
AssignCoilMapping(id.ToString(), coilMapping, isLampCoil);
}
}

private void AssignCoilMapping(string id, CoilMapping coilMapping, bool isLampCoil)
{
if (!_coilAssignments.ContainsKey(id)) {
_coilAssignments[id] = new List<CoilDestConfig>();
}
var hasDynamicWire = _tableComponent!.MappingConfig.Wires.FirstOrDefault(w =>
w.DestinationDevice == coilMapping.Device &&
w.DestinationDeviceItem == coilMapping.DeviceItem &&
w.IsDynamic) != null;

_coilAssignments[coilMapping.Id].Add(new CoilDestConfig(coilMapping.Device, coilMapping.DeviceItem, isLampCoil, hasDynamicWire));
CoilStatuses[coilMapping.Id] = false;
_coilAssignments[id].Add(new CoilDestConfig(coilMapping.Device, coilMapping.DeviceItem, isLampCoil, hasDynamicWire));
CoilStatuses[id] = false;
}

private void HandleCoilEvent(object sender, CoilEventArgs coilEvent)
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