123 lines
4.6 KiB
C#
123 lines
4.6 KiB
C#
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 AndComponent : ItemComponent
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{
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protected string output, falseOutput;
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//an array to keep track of how long ago a non-zero signal was received on both inputs
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protected float[] timeSinceReceived;
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//the output is sent if both inputs have received a signal within the timeframe
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protected float timeFrame;
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protected readonly Character[] signalSender = new Character[2];
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[InGameEditable(DecimalCount = 2), Serialize(0.0f, IsPropertySaveable.Yes, description: "The item sends the output if both inputs have received a non-zero signal within the timeframe. If set to 0, the inputs must receive a signal at the same time.", alwaysUseInstanceValues: true)]
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public float TimeFrame
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{
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get { return timeFrame; }
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set
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{
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if (value > timeFrame)
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{
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timeSinceReceived[0] = timeSinceReceived[1] = Math.Max(value * 2.0f, 0.1f);
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}
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timeFrame = Math.Max(0.0f, value);
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}
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}
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private int maxOutputLength;
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[Editable, Serialize(200, IsPropertySaveable.No, description: "The maximum length of the output strings. Warning: Large values can lead to large memory usage or networking issues.")]
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public int MaxOutputLength
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{
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get { return maxOutputLength; }
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set
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{
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maxOutputLength = Math.Max(value, 0);
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}
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}
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[InGameEditable, Serialize("1", IsPropertySaveable.Yes, description: "The signal sent when the condition is met.", alwaysUseInstanceValues: true)]
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public string Output
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{
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get { return output; }
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set
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{
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if (value == null) { return; }
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output = value;
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if (output.Length > MaxOutputLength && (item.Submarine == null || !item.Submarine.Loading))
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{
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output = output.Substring(0, MaxOutputLength);
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}
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}
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}
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[InGameEditable, Serialize("", IsPropertySaveable.Yes, description: "The signal sent when the condition is met (if empty, no signal is sent).", alwaysUseInstanceValues: true)]
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public string FalseOutput
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{
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get { return falseOutput; }
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set
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{
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if (value == null) { return; }
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falseOutput = value;
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if (falseOutput.Length > MaxOutputLength && (item.Submarine == null || !item.Submarine.Loading))
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{
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falseOutput = falseOutput.Substring(0, MaxOutputLength);
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}
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}
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}
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public AndComponent(Item item, ContentXElement element)
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: base(item, element)
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{
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timeSinceReceived = new float[] { Math.Max(timeFrame * 2.0f, 0.1f), Math.Max(timeFrame * 2.0f, 0.1f) };
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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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bool state = true;
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for (int i = 0; i < timeSinceReceived.Length; i++)
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{
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if (timeSinceReceived[i] > timeFrame) { state = false; }
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timeSinceReceived[i] += deltaTime;
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}
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string signalOut = state ? output : falseOutput;
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if (string.IsNullOrEmpty(signalOut))
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{
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//deactivate the component if state is false and there's no false output (will be woken up by non-zero signals in ReceiveSignal)
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if (!state) { IsActive = false; }
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return;
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}
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item.SendSignal(new Signal(signalOut, sender: signalSender[0] ?? signalSender[1]), "signal_out");
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}
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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_in1":
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if (signal.value == "0") { return; }
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timeSinceReceived[0] = 0.0f;
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signalSender[0] = signal.sender;
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IsActive = true;
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break;
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case "signal_in2":
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if (signal.value == "0") { return; }
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timeSinceReceived[1] = 0.0f;
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signalSender[1] = signal.sender;
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IsActive = true;
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break;
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case "set_output":
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output = signal.value;
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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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