73 lines
2.4 KiB
C#
73 lines
2.4 KiB
C#
using Microsoft.Xna.Framework;
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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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class WaterDetector : ItemComponent
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{
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//how often the detector can switch from state to another
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const float StateSwitchInterval = 1.0f;
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private bool isInWater;
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private float stateSwitchDelay;
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[InGameEditable, Serialize("1", true, description: "The signal the item sends out when it's underwater.", alwaysUseInstanceValues: true)]
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public string Output { get; set; }
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[InGameEditable, Serialize("0", true, description: "The signal the item sends out when it's not underwater.", alwaysUseInstanceValues: true)]
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public string FalseOutput { get; set; }
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public WaterDetector(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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if (stateSwitchDelay > 0.0f)
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{
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stateSwitchDelay -= deltaTime;
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}
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else
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{
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bool prevState = isInWater;
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isInWater = false;
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if (item.InWater)
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{
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//item in water -> we definitely want to send the True output
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isInWater = true;
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}
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else if (item.CurrentHull != null)
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{
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//item in not water -> check if there's water anywhere within the rect of the item
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if (item.CurrentHull.Surface > item.CurrentHull.Rect.Y - item.CurrentHull.Rect.Height + 1 &&
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item.CurrentHull.Surface > item.Rect.Y - item.Rect.Height)
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{
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isInWater = true;
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}
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}
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if (prevState != isInWater)
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{
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stateSwitchDelay = StateSwitchInterval;
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}
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}
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string signalOut = isInWater ? Output : FalseOutput;
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if (!string.IsNullOrEmpty(signalOut))
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{
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item.SendSignal(0, signalOut, "signal_out", null);
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}
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if (item.CurrentHull != null)
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{
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int waterPercentage = MathHelper.Clamp((int)Math.Round(item.CurrentHull.WaterPercentage), 0, 100);
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item.SendSignal(0, waterPercentage.ToString(), "water_%", null);
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}
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}
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}
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}
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