75 lines
2.2 KiB
C#
75 lines
2.2 KiB
C#
using Barotrauma.Networking;
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using System;
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using System.Xml.Linq;
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namespace Barotrauma.Items.Components
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{
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partial class MemoryComponent : ItemComponent, IServerSerializable
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{
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private string value;
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[InGameEditable, Serialize("", true, description: "The currently stored signal the item outputs.", alwaysUseInstanceValues: true)]
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public string Value
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{
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get { return value; }
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set
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{
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if (value == null) { return; }
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this.value = value;
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if (this.value.Length > MaxValueLength && (item.Submarine == null || !item.Submarine.Loading))
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{
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this.value = this.value.Substring(0, MaxValueLength);
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}
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}
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}
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private int maxValueLength;
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[Editable, Serialize(200, false, description: "The maximum length of the stored value. Warning: Large values can lead to large memory usage or networking issues.")]
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public int MaxValueLength
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{
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get { return maxValueLength; }
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set
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{
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maxValueLength = Math.Max(value, 0);
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}
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}
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protected bool writeable = true;
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public MemoryComponent(Item item, XElement element)
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: base(item, element)
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{
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IsActive = true;
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}
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public override void Update(float deltaTime, Camera cam)
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{
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item.SendSignal(Value, "signal_out");
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}
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partial void OnStateChanged();
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public override void ReceiveSignal(Signal signal, Connection connection)
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{
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switch (connection.Name)
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{
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case "signal_in":
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if (writeable)
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{
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string prevValue = Value;
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Value = signal.value;
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if (Value != prevValue)
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{
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OnStateChanged();
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}
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}
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break;
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case "signal_store":
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case "lock_state":
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writeable = signal.value == "1";
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break;
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}
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}
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}
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}
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