Files
LuaCsForBarotraumaEP/Barotrauma/BarotraumaShared/SharedSource/Items/Components/Signal/MemoryComponent.cs
2020-10-01 12:19:24 -03:00

58 lines
1.7 KiB
C#

using Barotrauma.Networking;
using System.Xml.Linq;
namespace Barotrauma.Items.Components
{
partial class MemoryComponent : ItemComponent, IServerSerializable
{
const int MaxValueLength = ChatMessage.MaxLength;
private string value;
[InGameEditable, Serialize("", true, description: "The currently stored signal the item outputs.", alwaysUseInstanceValues: true)]
public string Value
{
get { return value; }
set
{
if (value == null) { return; }
this.value = value.Length <= MaxValueLength ? value : value.Substring(0, MaxValueLength);
}
}
protected bool writeable = true;
public MemoryComponent(Item item, XElement element)
: base(item, element)
{
IsActive = true;
}
public override void Update(float deltaTime, Camera cam)
{
item.SendSignal(0, Value, "signal_out", null);
}
partial void OnStateChanged();
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 (writeable)
{
if (Value == signal) { return; }
Value = signal;
OnStateChanged();
}
break;
case "signal_store":
writeable = signal == "1";
break;
}
}
}
}