a0d606ef5f
- Add support for some of the most common types (vectors, colors, rects) so there's no need to parse the values in the setters of the serializable properties (see Holdable.HoldPos for example). - Make a generic version of the item editing HUD that can be used on any IPropertyObject. Should make it easier to implement things like the character editor, editing structure properties, particle editor, etc. - Improve the interface of the editing HUD. Instead of having to type in a string value into a textbox, there should be number input fields for numeric properties, sliders for properties that only accept a range of values, a color picker, etc. And tooltips.
61 lines
1.8 KiB
C#
61 lines
1.8 KiB
C#
using Microsoft.Xna.Framework;
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using System;
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using System.Collections.Generic;
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using System.Linq;
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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 DelayComponent : ItemComponent
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{
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const int SignalQueueSize = 500;
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//the output is sent if both inputs have received a signal within the timeframe
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private TimeSpan delay;
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private Queue<Tuple<string, DateTime>> signalQueue;
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[InGameEditable, SerializableProperty(1.0f, true)]
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public float Delay
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{
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get { return (float)delay.TotalSeconds; }
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set
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{
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float seconds = MathHelper.Clamp(value, 0.0f, 60.0f);
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delay = new TimeSpan(0,0,0,0, (int)(seconds*1000.0f));
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}
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}
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public DelayComponent(Item item, XElement element)
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: base (item, element)
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{
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signalQueue = new Queue<Tuple<string, DateTime>>();
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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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while (signalQueue.Any() && signalQueue.Peek().Item2 + delay <= DateTime.Now)
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{
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var signalOut = signalQueue.Dequeue();
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item.SendSignal(0, signalOut.Item1, "signal_out", null);
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}
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}
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public override void ReceiveSignal(int stepsTaken, string signal, Connection connection, Item source, Character 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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if (signalQueue.Count >= SignalQueueSize) return;
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signalQueue.Enqueue(new Tuple<string, DateTime>(signal, DateTime.Now));
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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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