Files
LuaCsForBarotraumaEP/Subsurface/Source/Items/Components/Signal/AndComponent.cs

84 lines
2.5 KiB
C#

using System;
using System.Xml.Linq;
namespace Barotrauma.Items.Components
{
class AndComponent : ItemComponent
{
protected string output, falseOutput;
//an array to keep track of how long ago a non-zero signal was received on both inputs
protected float[] timeSinceReceived;
//the output is sent if both inputs have received a signal within the timeframe
protected float timeFrame;
[InGameEditable, HasDefaultValue(0.0f, true)]
public float TimeFrame
{
get { return timeFrame; }
set
{
timeFrame = Math.Max(0.0f, value);
}
}
[InGameEditable, HasDefaultValue("1", true)]
public string Output
{
get { return output; }
set { output = value; }
}
[InGameEditable, HasDefaultValue("", true)]
public string FalseOutput
{
get { return falseOutput; }
set { falseOutput = value; }
}
public AndComponent(Item item, XElement element)
: base (item, element)
{
timeSinceReceived = new float[] { Math.Max(timeFrame*2.0f,0.1f), Math.Max(timeFrame*2.0f, 0.1f) };
//output = "1";
}
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;
}
string signalOut = sendOutput ? output : falseOutput;
if (string.IsNullOrEmpty(signalOut)) return;
item.SendSignal(0, signalOut, "signal_out", null);
}
public override void ReceiveSignal(int stepsTaken, string signal, Connection connection, Item source, Character sender, float power=0.0f)
{
switch (connection.Name)
{
case "signal_in1":
if (signal == "0") return;
timeSinceReceived[0] = 0.0f;
IsActive = true;
break;
case "signal_in2":
if (signal == "0") return;
timeSinceReceived[1] = 0.0f;
IsActive = true;
break;
case "set_output":
output = signal;
break;
}
}
}
}