commit 409d4d96ead69028a164274637d23e350acb73fb Merge: 95169f539 26e89c63d Author: EdusFF <pitkanen.eetu@gmail.com> Date: Mon Mar 11 15:13:27 2019 +0200 Merge branch 'dev' of github.com:Regalis11/Barotrauma into dev commit 95169f53937f9a7e168a884171eaa21ae7f08023 Author: EdusFF <pitkanen.eetu@gmail.com> Date: Mon Mar 11 15:13:11 2019 +0200 Modified: ServerMessage structure to allow _ ; in player & submarine names commit 26e89c63dc8da771aea9f09978a630a6cff60a6f Merge: b7646d06d fb0b821bc Author: Joonas Rikkonen <poe.regalis@gmail.com> Date: Mon Mar 11 14:42:44 2019 +0200 Merge branch 'kuraiookami-logicExpantion' into dev # Conflicts: # Barotrauma/BarotraumaShared/SharedContent.projitems commit fb0b821bc97891cdeec8f2c740a12119696393ea Author: Joonas Rikkonen <poe.regalis@gmail.com> Date: Mon Mar 11 14:41:21 2019 +0200 Use invariant culture when parsing floats or converting them to strings in signal components commit f0c8afba934b41358cf5d59a22b87caf33f98a61 Author: Joonas Rikkonen <poe.regalis@gmail.com> Date: Mon Mar 11 14:00:44 2019 +0200 Update new signal components to use identifiers & added names and descriptions to the text file, use invariant culture in equalscomponent, memorycomponent doesn't require the signals to be floats commit 674d9ec804fc4770b602d4b09240b08cafc8ccec Merge: 3ea33fb54 242e2429f Author: Joonas Rikkonen <poe.regalis@gmail.com> Date: Mon Mar 11 12:01:27 2019 +0200 Merge branch 'logicExpantion' of https://github.com/kuraiookami/Barotrauma into kuraiookami-logicExpantion # Conflicts: # Barotrauma/BarotraumaShared/BarotraumaShared.projitems # Barotrauma/BarotraumaShared/Content/Items/Electricity/poweritems.xml # Barotrauma/BarotraumaShared/Content/Items/Electricity/signalitems.xml # Barotrauma/BarotraumaShared/Source/Items/Components/Power/PowerContainer.cs # Barotrauma/BarotraumaShared/Source/Items/Components/Signal/AdderComponent.cs commit b7646d06d53fb05227276e6286d0e15da5dc9080 Author: Joonas Rikkonen <poe.regalis@gmail.com> Date: Mon Mar 11 11:37:33 2019 +0200 Re-enabled multiplayer campaign commit cf7258f6410a5995c881ec6e95eb9def5cd90ad4 Author: Joonas Rikkonen <poe.regalis@gmail.com> Date: Mon Mar 11 11:28:48 2019 +0200 Fixed item interfaces getting repositioned every frame when the editing HUD is open. Closes #1212 commit e8906239c779cf71de694bc65c81058e5cae16ef Author: Joonas Rikkonen <poe.regalis@gmail.com> Date: Mon Mar 11 11:12:05 2019 +0200 Fixed VoipCapture creating new "could not start voice capture" popups constantly if there's no suitable capture device. Closes #1262 commit a30f47fbe47fde4fccb0453c1773a76d730d226b Author: Joonas Rikkonen <poe.regalis@gmail.com> Date: Sun Mar 10 19:04:59 2019 +0200 Disable audio instead of crashing if no audio device is found. Closes #1214 commit 242e2429fd2c3ed199ac26b55e2cbdc8636e73f9 Author: Darkwolf <Darkwolf0101@gmail.com> Date: Mon Jan 21 21:26:57 2019 -0600 Expansion of Barotrauma's logic system. Changed: - AdderComponent and children can clamp their output - Powercontainer signals for charge,charge% and charge rate Added: - ColorComponent: Dynamic signals for light set_color inputs - MemoryComponent: Stores and sends a signal that is edge latched - DivideComponent: Standard division - MultiplyComponent: Standard multiplication - SubtractComponent: Standard subtraction - XorComponent: Exclusive or - EqualsComponent: Equals comparison - GreaterComponent: Greater than comparison
81 lines
2.7 KiB
C#
81 lines
2.7 KiB
C#
using Microsoft.Xna.Framework;
|
|
using System;
|
|
using System.Globalization;
|
|
using System.Xml.Linq;
|
|
|
|
namespace Barotrauma.Items.Components
|
|
{
|
|
class AdderComponent : ItemComponent
|
|
{
|
|
//an array to keep track of how long ago a signal was received on both inputs
|
|
protected float[] timeSinceReceived;
|
|
|
|
protected float[] receivedSignal;
|
|
|
|
//the output is sent if both inputs have received a signal within the timeframe
|
|
protected float timeFrame;
|
|
|
|
[InGameEditable(MinValueFloat = -999999.0f, MaxValueFloat = 999999.0f), Serialize(999999.0f, true)]
|
|
public float ClampMax
|
|
{
|
|
get;
|
|
set;
|
|
}
|
|
|
|
[InGameEditable(MinValueFloat = -999999.0f, MaxValueFloat = 999999.0f), Serialize(-999999.0f, true)]
|
|
public float ClampMin
|
|
{
|
|
get;
|
|
set;
|
|
}
|
|
|
|
[InGameEditable(DecimalCount = 2), Serialize(0.0f, true)]
|
|
public float TimeFrame
|
|
{
|
|
get { return timeFrame; }
|
|
set
|
|
{
|
|
timeFrame = Math.Max(0.0f, value);
|
|
}
|
|
}
|
|
|
|
public AdderComponent(Item item, XElement element)
|
|
: base(item, element)
|
|
{
|
|
timeSinceReceived = new float[] { Math.Max(timeFrame * 2.0f, 0.1f), Math.Max(timeFrame * 2.0f, 0.1f) };
|
|
receivedSignal = new float[2];
|
|
IsActive = true;
|
|
}
|
|
|
|
public override void Update(float deltaTime, Camera cam)
|
|
{
|
|
bool sendOutput = true;
|
|
for (int i = 0; i < timeSinceReceived.Length; i++)
|
|
{
|
|
if (timeSinceReceived[i] > timeFrame) sendOutput = false;
|
|
timeSinceReceived[i] += deltaTime;
|
|
}
|
|
if (sendOutput)
|
|
{
|
|
float output = receivedSignal[0] + receivedSignal[1];
|
|
item.SendSignal(0, MathHelper.Clamp(output, ClampMin, ClampMax).ToString("G", CultureInfo.InvariantCulture), "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_in1":
|
|
float.TryParse(signal, NumberStyles.Float, CultureInfo.InvariantCulture, out receivedSignal[0]);
|
|
timeSinceReceived[0] = 0.0f;
|
|
break;
|
|
case "signal_in2":
|
|
float.TryParse(signal, NumberStyles.Float, CultureInfo.InvariantCulture, out receivedSignal[1]);
|
|
timeSinceReceived[1] = 0.0f;
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
}
|