Files
LuaCsForBarotraumaEP/Subsurface/Source/Items/Components/Signal/DelayComponent.cs
Regalis 5f05db7ca4 - 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
2016-04-02 02:25:44 +03:00

62 lines
1.8 KiB
C#

using Microsoft.Xna.Framework;
using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using System.Xml.Linq;
namespace Barotrauma.Items.Components
{
class DelayComponent : ItemComponent
{
const int SignalQueueSize = 500;
//the output is sent if both inputs have received a signal within the timeframe
private TimeSpan delay;
private Queue<Tuple<string, DateTime>> signalQueue;
[InGameEditable, HasDefaultValue(1.0f, true)]
public float Delay
{
get { return (float)delay.TotalSeconds; }
set
{
float seconds = MathHelper.Clamp(value, 0.0f, 60.0f);
delay = new TimeSpan(0,0,0,0, (int)(seconds*1000.0f));
}
}
public DelayComponent(Item item, XElement element)
: base (item, element)
{
signalQueue = new Queue<Tuple<string, DateTime>>();
IsActive = true;
}
public override void Update(float deltaTime, Camera cam)
{
while (signalQueue.Any() && signalQueue.Peek().Item2 + delay <= DateTime.Now)
{
var signalOut = signalQueue.Dequeue();
item.SendSignal(0, signalOut.Item1, "signal_out");
}
}
public override void ReceiveSignal(int stepsTaken, string signal, Connection connection, Item sender, float power=0.0f)
{
switch (connection.Name)
{
case "signal_in":
if (signalQueue.Count >= SignalQueueSize) return;
signalQueue.Enqueue(new Tuple<string, DateTime>(signal, DateTime.Now));
break;
}
}
}
}