/// <summary> /// 创建T触发器 /// </summary> /// <param name="circult"></param> /// <returns></returns> public static TUnit<Status> CreateTUnit(this Circult circult) { var unit = circult.CreateUnit<TUnit<Status>>(); unit.Size = new Size(600, 450); var in1 = circult.CreateNode<CommonNode<Status>>(); var in2 = circult.CreateNode<CommonNode<Status>>(); var an1 = circult.CreateAndNotUnit(3); var an2 = circult.CreateAndNotUnit(3); var an3 = circult.CreateAndNotUnit(); var an4 = circult.CreateAndNotUnit(); var n1 = circult.CreateNode<CommonNode<Status>>(); var n2 = circult.CreateNode<CommonNode<Status>>(); var o1 = circult.CreateNode<CommonNode<Status>>(); var o2 = circult.CreateNode<CommonNode<Status>>(); an1.External = false; an2.External = false; an3.External = false; an4.External = false; circult.ConnectNodeMoreInput(in1, an1, 0); circult.ConnectNodeMoreInput(in2, an1, 1); circult.ConnectNodeMoreInput(in1, an2, 1); circult.ConnectNodeMoreInput(in2, an2, 2); circult.ConnectUnitMoreInput(an1, an3, 0); circult.ConnectUnitMoreInput(an2, an4, 1); circult.ConnectNode(n1, o1); circult.ConnectNode(n2, o2); circult.ConnectNodeMoreOutput(an3, n1, 0); circult.ConnectNodeMoreOutput(an4, n2, 0); var bw1 = circult.ConnectNodeMoreInput(n2, an1, 2, new BrokenWire<Status>()); var bw2 = circult.ConnectNodeMoreInput(n1, an2, 0, new BrokenWire<Status>()); var bw3 = circult.ConnectNodeMoreInput(n2, an3, 1, new BrokenWire<Status>()); var bw4 = circult.ConnectNodeMoreInput(n1, an4, 0, new BrokenWire<Status>()); in1.Location = new Point(0, 110); in2.Location = new Point(0, 310); an1.Location = new Point(80, 50); an2.Location = new Point(80, 250); an3.Location = new Point(300, 90); an4.Location = new Point(300, 250); n1.Location = new Point(520, 110); n2.Location = new Point(520, 310); o1.Location = new Point(580, 110); o2.Location = new Point(580, 310); bw1.PointBegin.Add(new Point(-20, -80)); bw1.PointEnd.Add(new Point(0, 40)); bw2.PointBegin.Add(new Point(-20, 85)); bw2.PointEnd.Add(new Point(0, -40)); bw3.PointBegin.Add(new Point(20, -80)); bw3.PointEnd.Add(new Point(0, 40)); bw4.PointBegin.Add(new Point(20, 85)); bw4.PointEnd.Add(new Point(0, -40)); unit.Inputs.Add(in1); unit.Inputs.Add(in2); unit.Hidden.Add(an1); unit.Hidden.Add(an2); unit.Hidden.Add(an3); unit.Hidden.Add(an4); unit.Hidden.Add(n1); unit.Hidden.Add(n2); unit.Outputs.Add(o1); unit.Outputs.Add(o2); return unit; }
/// <summary> /// 创建SR锁存器 /// </summary> /// <param name="circult"></param> /// <returns></returns> public static SRLockUnit<Status> CreateSRLockUnit(this Circult circult) { var unit = circult.CreateUnit<SRLockUnit<Status>>(); unit.Size = new Size(300, 350); var in1 = circult.CreateNode<CommonNode<Status>>(); var in2 = circult.CreateNode<CommonNode<Status>>(); var an1 = circult.CreateAndNotUnit(); var an2 = circult.CreateAndNotUnit(); var o1 = circult.CreateNode<CommonNode<Status>>(); var o2 = circult.CreateNode<CommonNode<Status>>(); an1.External = false; an2.External = false; circult.ConnectNodeMoreInput(in1, an1, 0); circult.ConnectNodeMoreInput(in2, an2, 1); var bw1 = circult.ConnectUnitMoreInput(an1, an2, 0, new BrokenWire<Status>()); var bw2 = circult.ConnectUnitMoreInput(an2, an1, 1, new BrokenWire<Status>()); circult.ConnectNodeMoreOutput(an1, o1, 0); circult.ConnectNodeMoreOutput(an2, o2, 0); in1.Location = new Point(0, 50); in2.Location = new Point(0, 200); an1.Location = new Point(50, 50); an2.Location = new Point(50, 200); o1.Location = new Point(280, 50); o2.Location = new Point(280, 200); bw1.PointBegin.Add(new Point(0, 60)); bw1.PointEnd.Add(new Point(0, -40)); bw2.PointBegin.Add(new Point(0, -60)); bw2.PointEnd.Add(new Point(0, 40)); unit.Inputs.Add(in1); unit.Inputs.Add(in2); unit.Hidden.Add(an1); unit.Hidden.Add(an2); unit.Outputs.Add(o1); unit.Outputs.Add(o2); return unit; }