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TestFlightFailure_ShutdownEngine.cs
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using System;
using System.Collections.Generic;
using System.Linq;
using UnityEngine;
using TestFlightAPI;
namespace TestFlight
{
public class TestFlightFailure_ShutdownEngine : TestFlightFailure_Engine
{
protected struct CachedEngineState
{
public bool allowShutdown;
public int numIgnitions;
}
Dictionary<int, CachedEngineState> engineStates;
public override void OnStart(StartState state)
{
base.OnStart(state);
base.Startup();
}
/// <summary>
/// Triggers the failure controlled by the failure module
/// </summary>
public override void DoFailure()
{
base.DoFailure();
if (engineStates == null)
engineStates = new Dictionary<int, CachedEngineState>();
engineStates.Clear();
foreach (EngineHandler engine in engines)
{
int id = engine.engine.Module.GetInstanceID();
CachedEngineState engineState = new CachedEngineState();
engineState.allowShutdown = engine.engine.allowShutdown;
engineState.numIgnitions = engine.engine.GetIgnitionCount();
engine.engine.Shutdown();
engineStates.Add(id, engineState);
engine.engine.RemoveIgnitions(-1);
}
}
public override float DoRepair()
{
base.DoRepair();
// for each engine restore it
foreach (EngineHandler engine in engines)
{
int id = engine.engine.Module.GetInstanceID();
if (engineStates.ContainsKey(id))
{
engine.engine.enabled = true;
engine.engine.allowShutdown = engineStates[id].allowShutdown;
engine.engine.SetIgnitionCount(engineStates[id].numIgnitions);
}
}
engineStates.Clear();
return 0;
}
}
}