87 lines
3.4 KiB
C#

using System;
namespace RoboidControl {
/// <summary>
/// A sensor which can detect touches
/// </summary>
public class TouchSensor : Thing {
/*
/// <summary>
/// Create a touch sensor without communication abilities
/// </summary>
/// <param name="invokeEvent">Invoke a OnNewThing event when the thing has been created</param>
public TouchSensor(bool invokeEvent = true) : base(Type.TouchSensor, invokeEvent) { }
/// <summary>
/// Create a touch sensor for a participant
/// </summary>
/// <param name="owner">The owning participant</param>
/// <param name="thingId">The ID of the thing, leave out or set to zero to generate an ID</param>
/// <param name="invokeEvent">Invoke a OnNewThing event when the thing has been created</param>
public TouchSensor(Participant owner, byte thingId = 0, bool invokeEvent = true) : base(owner, Type.TouchSensor, thingId, invokeEvent) { }
*/
/// <summary>
/// Create a new child touch sensor
/// </summary>
/// <param name="parent">The parent thing</param>
public TouchSensor(Thing parent) : base(parent) {
this.type = Type.TouchSensor;
this.name = "TouchSensor";
}
/// <summary>
/// Value which is true when the sensor is touching something, false otherwise
/// </summary>
private bool _touchedSomething = false;
public bool touchedSomething {
get { return _touchedSomething; }
set {
if (_touchedSomething != value) {
_touchedSomething = value;
owner.Send(new BinaryMsg(this));
}
touchUpdated = true;
}
}
private bool touchUpdated = false;
#if UNITY_5_3_OR_NEWER
/// @copydoc Passer::RoboidControl::Thing::CreateComponent
public override void CreateComponent() {
// System.Console.Write("Create touch sensor component");
this.component = Unity.TouchSensor.Create(this);
this.component.core = this;
}
#endif
/// <summary>
/// Function used to generate binary data for this touch sensor
/// </summary>
/// <returns>A byte array with the binary data</returns>
/// <remark>The byte array will be empty when the touch status has not changed</remark>
public override byte[] GenerateBinary() {
#if UNITY_5_3_OR_NEWER
// We use the unity component because we only want to send the state of what is generated in the simulation
Unity.TouchSensor touchComponent = this.component as Unity.TouchSensor;
if (touchComponent == null || !touchUpdated)
return Array.Empty<byte>();
byte[] bytes = new byte[1];
bytes[0] = (byte)(touchComponent.touchedSomething ? 1 : 0);
touchUpdated = false;
return bytes;
#else
return Array.Empty<byte>();
#endif
}
private bool externalTouch = false;
/// <summary>
/// Function used to process binary data received for this touch sensor
/// </summary>
/// <param name="bytes">The binary data to process</param>
public override void ProcessBinary(byte[] bytes) {
//this.touchedSomething |= (bytes[0] == 1);
this.externalTouch = (bytes[0] == 1);
}
}
}