Files
LuaCsForBarotraumaEP/Barotrauma/BarotraumaShared/SharedSource/Items/Components/Signal/ArithmeticComponent.cs
2022-03-17 01:25:04 +09:00

102 lines
4.1 KiB
C#

using Microsoft.Xna.Framework;
using System;
using System.Globalization;
using System.Xml.Linq;
namespace Barotrauma.Items.Components
{
abstract class ArithmeticComponent : 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;
protected readonly Character[] signalSender = new Character[2];
[Serialize(999999.0f, IsPropertySaveable.Yes, description: "The output of the item is restricted below this value.", alwaysUseInstanceValues: true),
InGameEditable(MinValueFloat = -999999.0f, MaxValueFloat = 999999.0f)]
public float ClampMax
{
get;
set;
}
[Serialize(-999999.0f, IsPropertySaveable.Yes, description: "The output of the item is restricted above this value.", alwaysUseInstanceValues: true),
InGameEditable(MinValueFloat = -999999.0f, MaxValueFloat = 999999.0f)]
public float ClampMin
{
get;
set;
}
[InGameEditable(DecimalCount = 2),
Serialize(0.0f, IsPropertySaveable.Yes, description: "The item must have received signals to both inputs within this timeframe to output the result." +
" If set to 0, the inputs must be received at the same time.", alwaysUseInstanceValues: true, translationTextTag: "sp.")]
public float TimeFrame
{
get { return timeFrame; }
set
{
if (value > timeFrame)
{
timeSinceReceived[0] = timeSinceReceived[1] = Math.Max(value * 2.0f, 0.1f);
}
timeFrame = Math.Max(0.0f, value);
}
}
public ArithmeticComponent(Item item, ContentXElement 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];
}
sealed public override void Update(float deltaTime, Camera cam)
{
bool deactivate = true;
bool earlyReturn = false;
for (int i = 0; i < timeSinceReceived.Length; i++)
{
deactivate &= timeSinceReceived[i] > timeFrame;
earlyReturn |= timeSinceReceived[i] > timeFrame;
timeSinceReceived[i] += deltaTime;
}
// only stop Update() if both signals timed-out. if IsActive == false, then the component stops updating.
IsActive = !deactivate;
// early return if either of the signal timed-out
if (earlyReturn) { return; }
float output = Calculate(receivedSignal[0], receivedSignal[1]);
if (MathUtils.IsValid(output))
{
item.SendSignal(new Signal(MathHelper.Clamp(output, ClampMin, ClampMax).ToString("G", CultureInfo.InvariantCulture), sender: signalSender[0] ?? signalSender[1]), "signal_out");
}
}
protected abstract float Calculate(float signal1, float signal2);
public override void ReceiveSignal(Signal signal, Connection connection)
{
switch (connection.Name)
{
case "signal_in1":
float.TryParse(signal.value, NumberStyles.Float, CultureInfo.InvariantCulture, out receivedSignal[0]);
signalSender[0] = signal.sender;
timeSinceReceived[0] = 0.0f;
IsActive = true;
break;
case "signal_in2":
float.TryParse(signal.value, NumberStyles.Float, CultureInfo.InvariantCulture, out receivedSignal[1]);
signalSender[1] = signal.sender;
timeSinceReceived[1] = 0.0f;
IsActive = true;
break;
}
}
}
}