- Barotrauma's projects are in the Barotrauma directory - All libraries are in the Libraries directory - MonoGame is now managed by NuGet, rather than referenced from the installed files (TODO: consider using PCL for easier cross-platform development?) - NuGet libraries are not included in the repo, as getting the latest versions automatically should be preferred - Removed Content/effects.mgfx as it didn't seem to be used anywhere - Removed some references to Subsurface directory - Renamed Launcher2 to Launcher
57 lines
1.6 KiB
C#
57 lines
1.6 KiB
C#
using System.Xml.Linq;
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namespace Barotrauma.Items.Components
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{
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class SignalCheckComponent : ItemComponent
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{
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private string output, falseOutput;
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private string targetSignal;
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[InGameEditable, HasDefaultValue("1", true)]
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public string Output
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{
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get { return output; }
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set { output = value; }
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}
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[InGameEditable, HasDefaultValue("0", true)]
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public string FalseOutput
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{
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get { return falseOutput; }
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set { falseOutput = value; }
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}
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[InGameEditable, HasDefaultValue("", true)]
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public string TargetSignal
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{
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get { return targetSignal; }
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set { targetSignal = value; }
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}
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public SignalCheckComponent(Item item, XElement element)
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: base(item, element)
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{
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}
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public override void ReceiveSignal(int stepsTaken, string signal, Connection connection, Item source, Character sender, float power=0.0f)
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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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string signalOut = (signal == targetSignal) ? output : falseOutput;
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if (string.IsNullOrWhiteSpace(signalOut)) return;
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item.SendSignal(stepsTaken, signalOut, "signal_out", sender);
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break;
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case "set_output":
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output = signal;
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break;
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case "set_targetsignal":
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targetSignal = signal;
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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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