Files
LuaCsForBarotraumaEP/Barotrauma/BarotraumaShared/Source/Items/Components/Signal/DelayComponent.cs
2019-03-18 20:39:27 +02:00

85 lines
2.8 KiB
C#

using System.Collections.Generic;
using System.Xml.Linq;
namespace Barotrauma.Items.Components
{
class DelayComponent : ItemComponent
{
class DelayedSignal
{
public readonly string Signal;
public readonly float SignalStrength;
public float SendTimer;
public DelayedSignal(string signal, float signalStrength, float sendTimer)
{
Signal = signal;
SignalStrength = signalStrength;
SendTimer = sendTimer;
}
}
const int SignalQueueSize = 500;
private Queue<DelayedSignal> signalQueue;
[InGameEditable(MinValueFloat = 0.0f, MaxValueFloat = 60.0f, DecimalCount = 2), Serialize(1.0f, true)]
public float Delay
{
get;
set;
}
[InGameEditable(ToolTip = "Should the component discard previously received signals when a new one is received."), Serialize(false, true)]
public bool ResetWhenSignalReceived
{
get;
set;
}
[InGameEditable(ToolTip = "Should the component discard previously received signals when the incoming signal changes."), Serialize(false, true)]
public bool ResetWhenDifferentSignalReceived
{
get;
set;
}
public DelayComponent(Item item, XElement element)
: base (item, element)
{
signalQueue = new Queue<DelayedSignal>();
IsActive = true;
}
public override void Update(float deltaTime, Camera cam)
{
foreach (var val in signalQueue)
{
val.SendTimer -= deltaTime;
}
while (signalQueue.Count > 0 && signalQueue.Peek().SendTimer <= 0.0f)
{
var signalOut = signalQueue.Dequeue();
item.SendSignal(0, signalOut.Signal, "signal_out", null, signalStrength: signalOut.SignalStrength);
}
}
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_in":
if (signalQueue.Count >= SignalQueueSize) return;
if (ResetWhenSignalReceived) signalQueue.Clear();
if (ResetWhenDifferentSignalReceived && signalQueue.Count > 0 && signalQueue.Peek().Signal != signal)
{
signalQueue.Clear();
}
signalQueue.Enqueue(new DelayedSignal(signal, signalStrength, Delay));
break;
}
}
}
}