Files
LuaCsForBarotraumaEP/Barotrauma/BarotraumaShared/SharedSource/Items/Components/Signal/SignalCheckComponent.cs
T
2020-06-04 16:41:07 +03:00

41 lines
1.6 KiB
C#

using System.Xml.Linq;
namespace Barotrauma.Items.Components
{
class SignalCheckComponent : ItemComponent
{
[InGameEditable, Serialize("1", true, description: "The signal this item outputs when the received signal matches the target signal.", alwaysUseInstanceValues: true)]
public string Output { get; set; }
[InGameEditable, Serialize("0", true, description: "The signal this item outputs when the received signal does not match the target signal.", alwaysUseInstanceValues: true)]
public string FalseOutput { get; set; }
[InGameEditable, Serialize("", true, description: "The value to compare the received signals against.", alwaysUseInstanceValues: true)]
public string TargetSignal { get; set; }
public SignalCheckComponent(Item item, XElement element)
: base(item, element)
{
}
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_in":
string signalOut = (signal == TargetSignal) ? Output : FalseOutput;
if (string.IsNullOrWhiteSpace(signalOut)) return;
item.SendSignal(stepsTaken, signalOut, "signal_out", sender, signalStrength);
break;
case "set_output":
Output = signal;
break;
case "set_targetsignal":
TargetSignal = signal;
break;
}
}
}
}