using Microsoft.Xna.Framework; using System; using System.Globalization; using System.Xml.Linq; namespace Barotrauma.Items.Components { abstract class StringComponent : ItemComponent { //an array to keep track of how long ago a signal was received on both inputs protected float[] timeSinceReceived; protected string[] receivedSignal; //the output is sent if both inputs have received a signal within the timeframe protected float timeFrame; [InGameEditable(DecimalCount = 2), Serialize(0.0f, true, description: "The item must have received signals to both inputs within this timeframe to output the result." + " If set to 0, the inputs must be received at the same time.", alwaysUseInstanceValues: true)] public float TimeFrame { get { return timeFrame; } set { timeFrame = Math.Max(0.0f, value); } } public StringComponent(Item item, XElement element) : base(item, element) { timeSinceReceived = new float[] { Math.Max(timeFrame * 2.0f, 0.1f), Math.Max(timeFrame * 2.0f, 0.1f) }; receivedSignal = new string[2]; } sealed public override void Update(float deltaTime, Camera cam) { for (int i = 0; i < timeSinceReceived.Length; i++) { if (timeSinceReceived[i] > timeFrame) { IsActive = false; return; } timeSinceReceived[i] += deltaTime; } string output = Calculate(receivedSignal[0], receivedSignal[1]); item.SendSignal(0, output, "signal_out", null); } protected abstract string Calculate(string signal1, string signal2); public override void ReceiveSignal(int stepsTaken, string signal, Connection connection, Item source, Character sender, float power = 0.0f, float signalStrength = 1.0f) { switch (connection.Name) { case "signal_in1": receivedSignal[0] = signal; timeSinceReceived[0] = 0.0f; IsActive = true; break; case "signal_in2": receivedSignal[1] = signal; timeSinceReceived[1] = 0.0f; IsActive = true; break; } } } }