Files
LuaCsForBarotraumaEP/Barotrauma/BarotraumaShared/SharedSource/Items/Components/Signal/MemoryComponent.cs
T
2021-03-12 15:57:04 +02:00

59 lines
1.6 KiB
C#

using Barotrauma.Networking;
using System.Xml.Linq;
namespace Barotrauma.Items.Components
{
partial class MemoryComponent : ItemComponent, IServerSerializable
{
const int MaxValueLength = ChatMessage.MaxLength;
private string value;
[InGameEditable, Serialize("", true, description: "The currently stored signal the item outputs.", alwaysUseInstanceValues: true)]
public string Value
{
get { return value; }
set
{
if (value == null) { return; }
this.value = value.Length <= MaxValueLength ? value : value.Substring(0, MaxValueLength);
}
}
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(Value, "signal_out");
}
partial void OnStateChanged();
public override void ReceiveSignal(Signal signal, Connection connection)
{
switch (connection.Name)
{
case "signal_in":
if (writeable)
{
if (Value == signal.value) { return; }
Value = signal.value;
OnStateChanged();
}
break;
case "signal_store":
case "lock_state":
writeable = signal.value == "1";
break;
}
}
}
}