Files
LuaCsForBarotraumaEP/Barotrauma/BarotraumaShared/SharedSource/Items/Components/Signal/MemoryComponent.cs
T
2020-03-04 13:04:10 +01:00

41 lines
1.1 KiB
C#

using System.Xml.Linq;
namespace Barotrauma.Items.Components
{
class MemoryComponent : ItemComponent
{
[InGameEditable, Serialize("", true, description: "The currently stored signal the item outputs.")]
public string Value
{
get;
set;
}
protected bool writeable = true;
public MemoryComponent(Item item, XElement element)
: base(item, element)
{
IsActive = true;
}
public override void Update(float deltaTime, Camera cam)
{
item.SendSignal(0, Value, "signal_out", null);
}
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":
if (writeable) { Value = signal; }
break;
case "signal_store":
writeable = (signal == "1");
break;
}
}
}
}