using System;
namespace RoboidControl {
///
/// A sensor which can detect touches
///
public class DigitalSensor : Thing {
///
/// Create a digital sensor without communication abilities
///
/// Invoke a OnNewThing event when the thing has been created
public DigitalSensor(bool invokeEvent = true) : base(Type.Switch, invokeEvent) { }
///
/// Create a digital sensor for a participant
///
/// The owning participant
/// The ID of the thing, leave out or set to zero to generate an ID
/// Invoke a OnNewThing event when the thing has been created
public DigitalSensor(Participant owner, byte thingId = 0, bool invokeEvent = true) : base(owner, Type.Switch, thingId, invokeEvent) { }
///
/// Create a new child digital sensor
///
/// The parent thing
/// The ID of the thing, leave out or set to zero to generate an ID
/// Invoke a OnNewThing event when the thing has been created
public DigitalSensor(Thing parent, byte thingId = 0, bool invokeEvent = true) : base(parent, Type.Switch, thingId, invokeEvent) { }
///
/// Value which is true when the sensor is touching something, false otherwise
///
private bool _state = false;
public bool state {
get { return _state; }
set {
if (_state != value) {
_state = value;
}
stateUpdated = true;
}
}
private bool stateUpdated = false;
#if UNITY_5_3_OR_NEWER
/// @copydoc Passer::RoboidControl::Thing::CreateComponent
public override void CreateComponent() {
this.component = Unity.DigitalSensor.Create(this);
this.component.core = this;
}
#endif
///
/// Function used to generate binary data for this digital sensor
///
/// A byte array with the binary data
/// The byte array will be empty when the digital status has not changed
public override byte[] GenerateBinary() {
if (!stateUpdated)
return Array.Empty();
byte[] bytes = new byte[1];
bytes[0] = (byte)(state ? 1 : 0);
stateUpdated = false;
return bytes;
}
///
/// Function used to process binary data received for this digital sensor
///
/// The binary data to process
public override void ProcessBinary(byte[] bytes) {
this.state |= (bytes[0] == 1);
}
}
}