- parameter for changing the output value of And/Or components when the input conditions aren't met - or components work properly now - a limited number of signals (100) can be queued in a delay component
48 lines
1.2 KiB
C#
48 lines
1.2 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;
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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("", 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 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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item.SendSignal(stepsTaken, (signal == targetSignal) ? output : "0", "signal_out");
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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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