using System;
using System.Collections.Generic;
using Sandbox.ModAPI.Ingame;
namespace XFEExtension.SpaceEngineers.ScriptingHelper;
///
/// 提供一个基类,用于在基于网格的环境中编写可编程脚本,使其能够响应系统事件执行自定义逻辑。
/// Provides a base class for programmable scripts in a grid-based environment, enabling custom logic execution in
/// response to system events.
///
/// Inherit from ProgramBase to implement script behavior for grid systems. Override the Main method to
/// define how your script responds to arguments and update events. This class is intended for use in environments where
/// scripts are triggered by various update sources, such as timers or user actions.
public abstract class ProgramBase : MyGridProgram
{
///
/// Retrieves a block of the specified type with the given name.
///
/// The type of block to retrieve.
/// The name of the block.
/// The block instance if found; otherwise, null.
public T GetBlock(string name) where T : class, IMyTerminalBlock
{
return GridTerminalSystem.GetBlockWithName(name) as T;
}
///
/// Retrieves the first block of the specified type that matches the optional filter.
///
/// The type of block to retrieve.
/// An optional filter function.
/// The block instance if found; otherwise, null.
public T GetBlock(Func collect = null) where T : class, IMyTerminalBlock
{
var list = new List();
GridTerminalSystem.GetBlocksOfType(list, collect);
return list.Count > 0 ? list[0] : null;
}
///
/// Retrieves a list of blocks of the specified type, optionally filtered.
///
/// The type of blocks to retrieve.
/// An optional filter function.
/// A list of blocks matching the criteria.
public List GetBlocks(Func collect = null) where T : class, IMyTerminalBlock
{
var list = new List();
GridTerminalSystem.GetBlocksOfType(list, collect);
return list;
}
///
/// 当游戏内脚本执行时调用。根据传入的参数和更新源执行相应的逻辑。
/// Executes the main entry point for the program, processing the specified argument based on the provided update
/// source.
///
/// 需要处理的输入字符串。不能为空;表示要处理的命令或数据。
The input string to be processed. Cannot be null; represents the command or data to handle.
/// 触发执行的更新源。决定如何解释和处理参数。
The source of the update triggering the execution. Determines how the argument is interpreted and processed.
public abstract void Main(string argument, UpdateType updateSource);
///
/// 当游戏内脚本需要保存其状态时调用。可以在此方法中实现任何必要的逻辑来持久化数据,以便在脚本重新加载时恢复状态。
/// Called when the program needs to save its state.
///
public abstract void Save();
}