using System; using System.Xml.Linq; namespace Barotrauma.Items.Components { class AndComponent : ItemComponent { protected string output, falseOutput; //an array to keep track of how long ago a non-zero signal was received on both inputs protected float[] timeSinceReceived; //the output is sent if both inputs have received a signal within the timeframe protected float timeFrame; [InGameEditable, HasDefaultValue(0.0f, true)] public float TimeFrame { get { return timeFrame; } set { timeFrame = Math.Max(0.0f, value); } } [InGameEditable, HasDefaultValue("1", true)] public string Output { get { return output; } set { output = value; } } [InGameEditable, HasDefaultValue("", true)] public string FalseOutput { get { return falseOutput; } set { falseOutput = value; } } public AndComponent(Item item, XElement element) : base (item, element) { timeSinceReceived = new float[] { Math.Max(timeFrame*2.0f,0.1f), Math.Max(timeFrame*2.0f, 0.1f) }; //output = "1"; } public override void Update(float deltaTime, Camera cam) { bool sendOutput = true; for (int i = 0; i timeFrame) sendOutput = false; timeSinceReceived[i] += deltaTime; } string signalOut = sendOutput ? output : falseOutput; if (string.IsNullOrEmpty(signalOut)) return; item.SendSignal(0, signalOut, "signal_out", null); } public override void ReceiveSignal(int stepsTaken, string signal, Connection connection, Item source, Character sender, float power=0.0f) { switch (connection.Name) { case "signal_in1": if (signal == "0") return; timeSinceReceived[0] = 0.0f; IsActive = true; break; case "signal_in2": if (signal == "0") return; timeSinceReceived[1] = 0.0f; IsActive = true; break; case "set_output": output = signal; break; } } } }