65 lines
2.0 KiB
C#
65 lines
2.0 KiB
C#
using System;
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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 AdderComponent : ItemComponent
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{
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//an array to keep track of how long ago a signal was received on both inputs
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protected float[] timeSinceReceived;
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protected float[] receivedSignal;
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//the output is sent if both inputs have received a signal within the timeframe
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protected float timeFrame;
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[InGameEditable, Serialize(0.0f, true)]
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public float TimeFrame
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{
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get { return timeFrame; }
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set
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{
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timeFrame = Math.Max(0.0f, value);
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}
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}
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public AdderComponent(Item item, XElement element)
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: base(item, element)
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{
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timeSinceReceived = new float[] { Math.Max(timeFrame * 2.0f, 0.1f), Math.Max(timeFrame * 2.0f, 0.1f) };
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receivedSignal = new float[2];
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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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bool sendOutput = true;
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for (int i = 0; i < timeSinceReceived.Length; i++)
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{
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if (timeSinceReceived[i] > timeFrame) sendOutput = false;
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timeSinceReceived[i] += deltaTime;
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}
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if (sendOutput)
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{
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item.SendSignal(0, (receivedSignal[0] + receivedSignal[1]).ToString(), "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_in1":
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float.TryParse(signal, out receivedSignal[0]);
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timeSinceReceived[0] = 0.0f;
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break;
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case "signal_in2":
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float.TryParse(signal, out receivedSignal[1]);
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timeSinceReceived[1] = 0.0f;
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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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