- fixed "signal loops" causing StackOverFlowExceptions (now the signals can only take 10 "steps" between components per frame)
- parameter for changing the output value of And/Or components when the input conditions aren't met - or components work properly now - a limited number of signals (100) can be queued in a delay component
This commit is contained in:
@@ -137,7 +137,7 @@ namespace Barotrauma.Items.Components
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return false;
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}
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item.SendSignal("1", "trigger_out");
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item.SendSignal(0, "1", "trigger_out");
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ApplyStatusEffects(ActionType.OnUse, 1.0f, activator);
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@@ -173,7 +173,7 @@ namespace Barotrauma.Items.Components
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if (focusTarget == null)
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{
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item.SendSignal(ToolBox.Vector2ToString(character.CursorWorldPosition), "position_out");
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item.SendSignal(0, ToolBox.Vector2ToString(character.CursorWorldPosition), "position_out");
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return;
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}
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@@ -185,13 +185,13 @@ namespace Barotrauma.Items.Components
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if (!character.IsNetworkPlayer || character.ViewTarget == focusTarget)
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{
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item.SendSignal(ToolBox.Vector2ToString(character.CursorWorldPosition), "position_out");
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item.SendSignal(0, ToolBox.Vector2ToString(character.CursorWorldPosition), "position_out");
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}
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}
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public override bool Pick(Character picker)
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{
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item.SendSignal("1", "signal_out");
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item.SendSignal(0, "1", "signal_out");
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PlaySound(ActionType.OnUse, item.WorldPosition);
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@@ -237,7 +237,7 @@ namespace Barotrauma.Items.Components
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IsActive = true;
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}
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item.SendSignal("1", "signal_out");
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item.SendSignal(0, "1", "signal_out");
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return true;
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}
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@@ -124,9 +124,9 @@ namespace Barotrauma.Items.Components
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force = MathHelper.Lerp(force, 0.0f, 0.1f);
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}
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public override void ReceiveSignal(string signal, Connection connection, Item sender, float power=0.0f)
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public override void ReceiveSignal(int stepsTaken, string signal, Connection connection, Item sender, float power=0.0f)
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{
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base.ReceiveSignal(signal, connection, sender, power);
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base.ReceiveSignal(stepsTaken, signal, connection, sender, power);
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if (connection.Name == "set_force")
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{
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@@ -163,9 +163,9 @@ namespace Barotrauma.Items.Components
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}
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public override void ReceiveSignal(string signal, Connection connection, Item sender, float power=0.0f)
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public override void ReceiveSignal(int stepsTaken, string signal, Connection connection, Item sender, float power=0.0f)
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{
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base.ReceiveSignal(signal, connection, sender, power);
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base.ReceiveSignal(stepsTaken, signal, connection, sender, power);
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if (connection.Name == "toggle")
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{
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@@ -315,7 +315,7 @@ namespace Barotrauma.Items.Components
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ExtraCooling = 0.0f;
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AvailableFuel = 0.0f;
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item.SendSignal(((int)temperature).ToString(), "temperature_out");
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item.SendSignal(0, ((int)temperature).ToString(), "temperature_out");
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sendUpdateTimer = Math.Max(sendUpdateTimer - deltaTime, 0.0f);
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@@ -519,7 +519,7 @@ namespace Barotrauma.Items.Components
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GUI.DrawLine(spriteBatch, prevPoint, lastPoint, color);
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}
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public override void ReceiveSignal(string signal, Connection connection, Item sender, float power)
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public override void ReceiveSignal(int stepsTaken, string signal, Connection connection, Item sender, float power)
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{
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switch (connection.Name)
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{
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@@ -135,13 +135,13 @@ namespace Barotrauma.Items.Components
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UpdateAutoPilot(deltaTime);
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}
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item.SendSignal(targetVelocity.X.ToString(CultureInfo.InvariantCulture), "velocity_x_out");
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item.SendSignal(0, targetVelocity.X.ToString(CultureInfo.InvariantCulture), "velocity_x_out");
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float targetLevel = -targetVelocity.Y;
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targetLevel += (neutralBallastLevel - 0.5f) * 100.0f;
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item.SendSignal(targetLevel.ToString(CultureInfo.InvariantCulture), "velocity_y_out");
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item.SendSignal(0, targetLevel.ToString(CultureInfo.InvariantCulture), "velocity_y_out");
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voltage -= deltaTime;
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@@ -299,7 +299,7 @@ namespace Barotrauma.Items.Components
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return true;
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}
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public override void ReceiveSignal(string signal, Connection connection, Item sender, float power=0.0f)
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public override void ReceiveSignal(int stepsTaken, string signal, Connection connection, Item sender, float power=0.0f)
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{
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if (connection.Name == "velocity_in")
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{
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@@ -307,7 +307,7 @@ namespace Barotrauma.Items.Components
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}
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else
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{
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base.ReceiveSignal(signal, connection, sender, power);
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base.ReceiveSignal(stepsTaken, signal, connection, sender, power);
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}
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}
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