Files
LuaCsForBarotraumaEP/Barotrauma/BarotraumaShared/Source/Items/Components/Signal/DelayComponent.cs
T

63 lines
1.9 KiB
C#

using Microsoft.Xna.Framework;
using System;
using System.Collections.Generic;
using System.Linq;
using System.Xml.Linq;
namespace Barotrauma.Items.Components
{
class DelayComponent : ItemComponent
{
const int SignalQueueSize = 500;
private Queue<Pair<string, float>> signalQueue;
[InGameEditable(MinValueFloat = 0.0f, MaxValueFloat = 60.0f), Serialize(1.0f, true)]
public float Delay
{
get;
set;
}
[InGameEditable(ToolTip = "Should the component discard previously received signals when a new one is received."), Serialize(false, true)]
public bool ResetWhenSignalReceived
{
get;
set;
}
public DelayComponent(Item item, XElement element)
: base (item, element)
{
signalQueue = new Queue<Pair<string, float>>();
IsActive = true;
}
public override void Update(float deltaTime, Camera cam)
{
foreach (var val in signalQueue)
{
val.Second -= deltaTime;
}
while (signalQueue.Count > 0 && signalQueue.Peek().Second <= 0.0f)
{
var signalOut = signalQueue.Dequeue();
item.SendSignal(0, signalOut.First, "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_in":
if (signalQueue.Count >= SignalQueueSize) return;
if (ResetWhenSignalReceived) signalQueue.Clear();
signalQueue.Enqueue(Pair<string, float>.Create(signal, Delay));
break;
}
}
}
}